It is a large northern kingdom on the Stagnant Sea in Northern Kevica
It is a large human nation, with pockets of mostly enslaved beastfolk and a dwarven minority
It is a maritime civilization based around the Great Range Bay
It is a Feudal Monarchy
A person from Cesia is a Cesian
It primarily is entrenched in the Noravar Culture, and while not a homeland of the culture, many is Cesia consider the kingdom the bulwark of their people.
It is primarily a worshipper of Noadam, an ancient and well revered ancient religion which modernized in recent years
It is a fairly xenophobic culture which holds very little love of outsiders
It speaks Cesiverian, and writes in Noramad, with some regional dialects.
Espionage - Decent
Wealth - Moderate
Population - 9,500,000
Army Size - 570,000
Races
Noravar (Human) The Noravars are a human culture which descends from the deep north of Endikigo, who were in legend a powerful group of raiders who sailed the northern sea until landing in Kevica. Noravars have a very milky white skin, and normally have black or dark brown hair, with a very uncommon amount of red hair amongst them. One of their more unique physical aspects is their short noses and thick jaws. Nauavar (Human) The Nauavars are a northern culture which dwells far more northward then the core lands of the Noravars. Unlike their southern cousins, their unkept traditions greatly differ, having more intense superstitions and grow out their beards far more, being a hardy folk. Despite this, there is very little physical difference between Noravars and Nauavars outside their views of Cesia, with most Nauavars believing they are the true people, and that the Noravars are simply a bunch of pretenders to their heritage. Dwalam (Dwarf) The Dwalam are a dwarven culture which comes from the Gray Wall Mountains, in which was incorporated into the kingdom of Cesia and became a decently sized minority. Dwalam dwarves often only stand around 4'3 tall on average, and flowing red hair. Dwalam tend to have huge round noses, which often are known to become infected which can turn them puffy, blackened, or scarred, which often gives them the insulting name 'black noses' by the Noravar. Dwalam are by their nature incredibly skilled smiths and architects. Beryul (Beastfolk) The Beryul are a northern Beastfolk resembling bears, standing on average 7'0 tall. Beryul, much like bears, have short ears and tails, and are covered in a deep coat of fur, and have large and powerful claws which can rend flesh with relative ease. As sentient creatures, and being rather large, their species is often few in number and are more known to live in nomadic clans which range the northern wastes. Beryul is Cesia are often brought as slaves from raiders who range north to battle them or kidnap them, often used as heavy laborers. Tuesab (Beastfolk) The Tuesab are a Beastfolk people who resemble humanoid walruses, with large walrus head and powerful tusks, but have a large flubber body with a large gullet. Their bodies have little hair, and can survive the intense cold of the north almost solely off their own fat, which grant the mistaken impression of a weak or even gullible state. Tuesab normally stand around 5'11 tall, and unlike their Beryul neighbors, are more inclined to swim. They, much like the Beryul, are often kidnapped or captured in battle and sold into slavery is Cesia to be used as heavy laborers. Otem (Beastfolk) The Otem are a northern Beastfolk people who live solely along the coasts and small islands, and are very close to resembling sea otters. Otem stand only around 3'5 Tall on average, being a small people. Yet, their size doesn't translate to their strength, having been well known to match strength with dwarves. Otem are naturally born swimmers, much like sea otters, and can hunt in the water with grace. Due parts of Cesia having been formally a Otem colony, small enclaves of Otem are found in Cesia, but are often treated as second class citizens or are kept as slaves.
History
Pre-History (5,500 FE) Before men would spread across Ophad, they had appeared in settlements across the ice ridden steppes of Endikigo as a sparse nomadic peoples who dwelled in the far northern reaches. The Noravar only know of sparse legends of this past, but their people did travel the northern wasteland, hunting it's large game and worshipping around its black and white trees. The first people, only known as the Nuadar, built primitive settlements in the hills and crags of the northern peninsulas, eventually coming to chop down the ancient tall trees to built more formal settlements. It was said that dwarves taught the Nuadar how to forge tools of copper, but it was the Beryul who taught them how to make iron weapons. Their settlements covered many lands of the northern wastes, but they came into constant conflict their the Beryul and the Otem. Wars waged between the Nuadar clans, and eventually the men fell upon each other, granting room for the Beryul to expand and the Otem to build their colonies. This constant warring and need to expand drove the Nuadar to build ships and to become skilled in slaying the large bear men and the crafty otter men who dwelled near them. Voyage of Baulfad and Sigri (4,700ish-4,600ish FE) From the northern settlement of Bausfik, two brothers named Baulfad and Sigri were in the service of their chieftain as two warriors. The two brothers however grew tired of the tedious wars with the beastmen and sought a means to leave the service of their chieftain and travel abroad. They enlisted their many sons to help them build great ships to sail their two families across the sea, but were set discovered by their chieftain who sent soldiers to burn their ships. Baulfad drove off the chieftain's warriors while Sigri gathered the aid of other warriors who wished to leave as well. The two brothers built a fleet which sailed to a number of Otem colonies who used the brothers as mercenaries, and directed them eastward, till the fleet of growing warriors built a settlement near the Gray Wall Mountains. Baulfad and Sigri's named the colony Norava, to honor supposedly a lost wife of Baulfad who died on the journey. Conquests of Nagaum (4,550ish FE) The Northmen originally traded heavily with the southern tribes of Kevica's northern coast, but the poor tundra terrain and eternal winter looked less promising then the rich and prosperous lands of Kevica. Baulfad's son, Kili Baulf, led an army of the Naudar to raid and pillage along the coasts, which angered the tribes there and their patron kingdom of Nagaum. While the tribal kingdom was not a traditional monarchy, being elected to the position of king amongst the clan's chieftains, the Nagaum tribe tried to destroy Norava, but led their armies through the treacherous Gray Wall, which saw the coalition army decimated and many of it's leaders killed. Kili and his warriors used their ships and transport their own army and broke up Nagaum, taking it's people as slaves and burning their clan to the ground, with many of Norava abandoning their settlement and moving into the coastline. Noravar Clans (4,500 FE - 1,000 FE) The destruction of Nagaum had a long lasting impact on the north, as the Noravar as they were being called would move into the lands they conquered, spreading across the northern coast lines. While united at first, these tribal peoples grew ambitious and wished to keep a united Noravar under their own clan's rule. In order to keep the peace, Kili Baulf restructured the Noravar tribes like Pagaum did, electing a king amongst the chieftains. However, the Chieftains would simply declare themselves king and war with pretenders, specifically weaker clans, and would ultimatly end up destroying Kili's clan and absorbing it's people. Chaos amongst the Norvar would exist for many years after, with smaller warlords fighting their fellow Noravar and expanding further into the lands of Kevica. These advances were eventually contained by large kingdoms, who even began to push back the warrior peoples. Cusivica Tribe (975 FE) The Cusivica tribe was originally a decently sized tribe near the Gray Wall Mountains, and fell into conflict with it's neighbors of Nauric and Lefad. The Chieftain of Cusivica, Cloden Cusivica led a rather surprisingly successful campaign against both clans, having bribed one clan to attack the other while unleashing his army when both of his rivals were weakened. The tribe expanded outward rather fast, as Cusivica's armies were reinforced by a heavy reliance on ships, logistics, and archers which granted them measurable advantage over the lightly armored opponents they normally fought. Through aggressive expansion, Cloden was able to conquer 20 smaller clans and absorb them into his own, taking a wife of each of his slain enemies. When Cloden died, his empire was split amongst his 61 sons, but only his son Cloden II was able to convince his brothers through war and diplomacy to keep their father's empire togeather, forging a family tradition of Cusivica family that brought stability to their realm. Expanding into Kevica (733 FE - 210 FE) The tribe, while at first content with only raiding it's neighbors for loot, eventually discovered the advanced iron works of armor, capable of them fielding heavier infantry. Cloden V tasked his smiths and vassals to build armor for his armies, and 3 years he and his newly armored army was marching for conquest against the petty southern kingdoms and their civilizations. In these conquests, several nations fell, but the prisoners who were brought back to the core lands brought writing, architecture, and crafts which gave an impression upon the Noravar. These conquests continued far after Cloden V's death, but with more dimished results. Wars in the south reached far into the Great Salt Lake, and were eventually beaten back by larger and better equipped armies. This was the height of the Cusivica tribe. Shattering of the Cusivica (200 FE) Under the disasterous rule of Grani Cusivica, the chieftain of the tribe tried to change the succession laws. Normally, the tribe would divide up prestious but expensive farmlands to the sons and son-in-laws of the king in return for the tribe being ruled by one chieftain. Grani tried to change this so that the tribe would simply place the chieftain's eldest and strongest son as heir, removing a need to divide up farmland amongst the chieftain's other sons. This fired back poorly, as Grani was assassinated by his brothers and his seven sons tore the tribe apart over political differences and personal rivalries, which Grani refused to see. This civil war saw the shattering of the tribe into smaller tribes, with all of them claiming to be the original Cusivica tribe. These tribes would war with one another to reclaim lost land for many years, but rarely did much. Life of Hrapp Stufsson (40 FE - 275 SE) A druid named Nera Stufsson was tending to her flock in the highlands when she was struck into contract by the Noravar god of war, who told her she would bare a child who would built a great kingdom and live a life of eternal glory. Months later, she gave birth to Hrapp Stufsson who's legend and tales would gloss over his history. Hrapp was a legendary warrior and mage, who fell into conflict with two factions of druid kings of the Noravar, defeated a Beryul chieftain in single combat, and became a legendary mercenary who fought for the Noravar against southern foes and their gods. Hrapp outlived others, and was recorded to be involved in many divine adventuers, only being defeated while at sea, raiding villages along the western coasts of Kevica. Hrapp's own lineage was shrouded in mystery, in which he once led a cursed stag home who turned into a beutiful woman whom he married. While the woman was pregnant with his child, she was lured out by a mysterious and evil druid who turned her back into a cursed stag. Her child was found by Hrapp many years later and brought back to live with him and became his heir, and later the founder of the Stuf tribe, Hrosskel Stufsson. Tribe of Stuf (280 - 500 SE) Hrosskel was a wild child who eventually, under his father's guidance, formed a band of warriors known as the Jomduri, and led them to war for glory and gold, but eventually Hrosskel grew tired of war and lived with a chieftain of the Peman Tribe. The Peman chieftain insulted and berated Hrosskel and his warriors. The warriors, in the night, killed the chieftain and his wife and made Hrosskel the chieftain of the Peman. The warriors, having disobeyed the hospitality of the chieftain, were scattered by Horsskel and who trained a new army from the Peman warriors. When the rogue warriors returned with a new chieftain, Hrosskel valiantly defeated them and renamed his tribe Stuf to honor his family's surname, taking the symbol of a black stag on a blue banner as his own. The Stuf Tribe slowly expanded and survived it's neighbors advances, believing they were led by a line of god kings. Raids of Kotkell Stufsson (490 - 510 SE) When Kotkell Stufsson took the throne as chieftain, he was a learned sailor and raider who fought valiantly in many conflicts. He used his position as chieftain as an excuse to go into wars with other nations, mostly to siege their holdings and take their loot for his own. Kotkell eventually began to personally, and foolishly, sail his ship and a group of raiders up and down the coasts of Kevica, and raided the land indiscriminately. He invaded into the Otem city state of Kringa'Hol and nearly burned the city to the ground, while also moving more deeper into enemy lands, bringing back many kinds of loot for his tribe. This loot was put to use wisely by his councillor Maphan, who expanded the tribe's industries and invented heavily in expanding the ports. By the time Kotkell was done raiding, his tribe was very much developed. However, one large side effected was that in Kotkell's raids into Endikigo, he captured many Beryul, Tuesab, and Otem and were put to work on many of the tribe's projects or used as soldiers by Kotkell, creating a heavy reliance on filling Stuf's slave market with specifically Beastfolk from the northern wastes. Commonwealth with Balfa (500 - 670 SE) Kotkell's wife, fearful of her husband's foolish ventures, married Kotkell's only son to the neighboring Balfa tribe, where she was from. Vegeir Stufsson and his wife lived under Kotkell's shadow, and Vegeir wished to rule his own tribe desperatly. With his father's blessing, Vegier launched a war to take the Balfa tribe, and eventually won. However, when Kotkell returned home and died of a seaborn disease, Vegeir inherited his kingdom while also being chieftain of Balfa. Originally content with electing his wife to rule Balfa in his stead, the Balfa council of elders saw bad omens in a woman leading the tribe and elected Vegeir as their chieftain, forming a commonwealth. The Balfa Commonwealth was a successful union of Stuf and Balfa, and forged a unique bond between the two clans. Under Vegier's rule, Balfa's tribe was expanded and developed. Fall of Kringa'Hol (674 SE) When Vegier died, the Stuf and Balfa tribe was seperated between his sons Niesad and Alrik. Niesad Stufsson was a deeply troubled child, envious and spiteful of Alrik for his beuty, strength, and quick wit. Under his short rule, Alrik turned the Balfan tribe into a powerhouse of trade and war, battling rather viciously and unsuccessfully a neighboring kingdom in which he was felled in. When Alrik's son tried to make a allaince with the Otem city of Kringa'Hol, Niesad flew into a rage and marched his army to war against the Otem. The small but civilized city fell swiftly into the hands of Niesad's army who brutally enslaved it's inhabitants and turned the city into a fortress for which the chieftain partied. The lost trade made Niesad many major enemies amongst the Noravar and the Otem, but when a Otem army came to free their kinsmen and reclaim the city, the Noravar reluctantly came to the clan's aid to save them and to drive out the Beastfolk. The Far Raids (711 - 932 SE) The fall of Kringa'Hol brought a great deal of Otem shipwrights and engineers into the forced employ of the Noravar, and it was the Stuf tribe who built the first longships from a improved Noravar design. The Noravar shipwright Meninle journeyed into the coasts of the Great Salt Lake and even into the Mouth Sea as a test of his craft. As a true test of their potential, the Noravar brutally raided many Otem colonies, and later began sacking coasts all across the world, and finding new trade routes to exploit or pirate. These raids brough vast amounts of loot to the Noravar tribes, but rather ironically the Stuf tribe recieved the least amount of loot and prestige. This was mostly due to their early raid against the Otem turned into failed attempts to conquer their lands, and were humiliated by failed sieges. However, their later raids saw them bring back considerable loot and prisoners from far off lands and civilized places. Cultural Expansion (911 - 1022 SE) In the years following the rise and fall of the Far Raids, the Noravar saw a massive change in culture. Having brought back hostages from far off lands, this included philosophers, merchants, and nobles who taught the Noravar their religions, their customs, and advanced their works in writing and crafting. This has a profound political impact on the Tribe of Stuf, who became Kingdom of Stuf, which incorporated the Balfa tribe into their lands diplomatically. Other Noravar kingdoms followed suit, as this expansion saw a great deal of improvement to Noravar's walls, turning the wooden keeps into castles, and stone shrines into formal groves. As a new age dawned for the Noravar, their raiding traditions began to fizzle out, with the concerns of their kings focused more on diplomacy and trade rather then raids. Reforming Noadam (1122 SE) The Kingdom of Stuf was the birthplace of the Noadam reformation, under King Rith Stufsson. Rith was a deeply cynical man who despised the old ways and wished to embrace the religion of one of his concubines, mostly due to the fact that Rith was a strong king but he was also curious and cautious, a trait seen as weakness and as a bad omen in traditional Noadam. While other Noravar kings would convert to new religions, the council of seers and druids in Stuf began to structure their religion based on the practices of other religions, trying to prevent their cynical king from embracing a different faith. They wrote down a formal holy book, made a primitive but effective church hierarchy, and converted the king's wives to their religion. The new structured faith spread rather quickly to other Noravar realms, and brought a great deal of prestige and opportunities to Stuf. Rith soon became a pious man who built temples and forcefully converted people of his realm, free and slave alike, to this new religion to exploit it as best he could, seeing his kingdom to prosper. Gray Wall Campaign (1201 - 1233 SE) Following a period of peace, King Rith III Stufsson was approached by the dwarf outcast, Naili Carast, a pretender to the dwarven Kingdom of Maukshad and a traitor to the Kingdom of Fortigar. These two Dwalam kingdoms were prized riches but also near impossible to truly siege. Rith III sent Naili back to Fortigar to rally dwarven peasants to break down the gates of the fortress city and allowed a small Noravar army to rush inside, claiming it for the hated outcast. Naili, being an outcast for the hated crime of kinslaying, was assassinated by unknown means and a new Noravar supporting nobleman was put in his place. Even though Rith no longer had an excuse to lay siege to Maukshad, he claimed instead to have Naili's son, a person who did not exist. The campaign for Maukshad was difficult, but was done smartly, and eventually the dwarven grew tired of being laid siege to by the Noravar and surrendered in return for their city to not be sacked. The two dwarven kingdoms were formed into a powerful new state for Stuf, with Rith placing a sizable garrison inside of each, and collecting the sons of both dwarven noble rulers as wards to keep them in line. The North Campaigns (1307 - 1376 SE) When the northern end of the Gray Wall Mountains became occupied by a number of Beryul nomads, the dwarves called for aid driving them out before they would march their own armies to raid dwarven settlements. Sigemund II, who was king of Stuf at the time, saw an oppurtunity to prove his worth as a commander and marched his army against the Beryul. His wars and campagins took him all across the north in many successful battles against the Beastfolk, eventually forcing many of them to forge a alliance against the northmen, including 5 notable Beryul nomadic tribes, a kingdom of Tuesab, and two small Otem island kingdoms. This war in the north left utter devestation against the Beastfolk, who's many heroes were felled by Sigesmund II's armies, eventually burning a Beryul shrine, and taking back an even greater number of Beastfolk as slaves. Kingdom of Causia (1401 - 1566 SE) Sigesmund II's son, Sigesmund III ruled in peace for many years but found many problems with the Kingdom of Stuf. Having expanded many of it's lands so often, the home territory felt far less notable then the actual territories conquered, specifically along what was called the Cesian Strip. Having mangled the translation, Sigesmund III named himself the King of Causia and reorganized his kingdom. Unlike previous rulers however, Sigesmund III was considered a weak king and failed in many wars to expand his kingdom further, but his sons had more success. Causia became a powerful northern kingdom which had rivalry with it's neighbors over it's ambitions, but it became a bulwark against Beryul raids and other north peoples. The raiding cultures of Noravar had nearly died in Causia however, with only small near tribal Noravar coastal clans who still practiced raiding and were regularly punished for their piracy, evolving into a cultural debate which plagued the kingdom for much of it's life. Causia Succession War (1566 - 1601 SE) The reign of King Lopt 'The Unfortunate' Stufsson was a short but successful reign, but Lopt had many ambitious brothers and sons who sought his throne after his death. When Lopt died, his brother Ricarg gathered other Noravar warriors to fight Lopt's sons for control of the kingdom, leading a devastating civil war. Ricarg was a mighty and feared raider, a true believer in the old ways who made regular sacrifices to the Noravar gods and would always lead his warrior in the vanguard of his armies, legendary in both skill and strength. Yet, Ricarg's military might led to the devestation of many of the kingdom's cities and ports and made him few allies. Ricarg's unsuccessful siege of the dwarven states nearly led to them declaring their independence and his raids into the north to gather the Nauavar tribes to his armies failed miserably when he was defeated by a combined force of Beryul chieftains. Ricarg died in the midst of battle and Lopt's two remaining sons started a new civil war over the remains, which cultivated at the disastrous Battle of the Old Field. The two Noravar armies battled to the bitter end, and resulted in a stalemate and then a small victory when a pretender to the throne died in his sleep. The armies of the kingdom was utterly spent, and many of the regions in the land were devastated. Ruination of Causia (1605 - 1733 SE) In the years following the succession war, the kingdom entered a stagnant state in which many problems which hampered the kingdom was ignored, pushed aside, or simply left to a different day in favor of simply trying to continue life. The Stufsson kings grew weaker and weaker and more psychotic, with family feuds between which tore the rotting heart of the Noravar civilization. Small petty wars tore small chunks of land away from Causia, and many of the old cities began to rot away from lacking masons. To fix this problem swiftly, the people of Causia returned to raiding and began bringing back masons from far off kingdoms to repair their cities and towns, but also began going on small successful campaigns against the Beryul, taking their people back to their kingdom to work. This constant slaving led a diplomatic lull, as even the neighboring Noravar kingdoms considered them a rival, making Causia become a hermit kingdom. As slave populations continued to rise more and more, many younger Noravar became more disillusioned and spiteful of their own kingdom, either joining rival kingdoms as mercenaries or going off to raid to provide for their families. Defense of Maukshad (1734 SE) While in it's ruined state, the dwarven kingdoms prospered but still paid a 'pity tax' to their overlords, but most serious discussion of independence was squashed by merchant factions in the dwarven strongholds who benefitted heavily from their vassalage to the Noravar, since most dwarven merchants were granted hefty rewards for acting as merchants of Causia's behalf. In the deep winter of 1734, a huge Beryul army arrived in the Gray Wall Mountains looking to pillage the dwarven settlements and to carry off their weapons for other campaigns under the warlord Gamban Blacksnout. The Beryul laid siege to Maukshad, who's Noravar garrison was commanded by Herjolf Bramsson, a young but strong nobleman. Herjolf used shield walls and long spears to keep the charging and barbarous Beryul at bay, and used the chokepoints of the dwarven mountain stronghold to successfully win the assault upon the city, killing Gamban and driving the Beryul back. Even though Maukshad would eventually be sacked by the same Beryul warband a year later in Herjolf's absence, the successful defense won the young nobleman great fame and brought a sense of pride and joy to the Causians. Kingdom of Cesia (1766 SE) For much of Herjolf's later career, the warrior led raids and campaigns in the defense of Causia, but grew impacient with his king Skuli Stufsson. Skuli was a deeply troubled king who fought with his courtiers and regularly made a fool of himself, but more importantly had no heir and refused to marry. Herjolf became a captain of his guard through his merits, but eventually saw how far the Stufsson dynasty had fallen, and eventually due to personal drama, the warrior left the king's court and began gathering an army in his own region. Herjolf's rebellion claimed much of the northern cities and towns of Causia, and was able to bring the dwarves and their armies to his side, but was also surprisingly supported by a number of volunteer thralls, Otem mercenaries, and was even blessed by the Noadam priests, who proclaimed he had the blood of original kings which flowed in his veins. This rebellion, through sheer number, claimed a massive chunk of Causia and ceded from the kingdom, forming it's own kingdom of Cesia under the Bramsson dynasty. Under the rule of the Bramssons, much of the ruination was fixed through drastic and rather dishonorable reforms. In what would become the 'five betrayals', The Bramssons reduced the rights of Beastfolk thralls significantly, turned on and enslaved the Otem mercenaries who aided them, put more heavier merchant restrictions and heavier taxes upon the dwarven states, greatly restored the rights of raiders and gave them military offices, and raided the vaults of religious officials to pay for the growing Cesian army. With this new found wealth, Cesia fixed much of the ruination and restored their kingdom to greatness, but set a bad and resentful attitude of their factions and minorities for years to come. Reconquest (1802 SE) Cesia and Causia were major rivals with one another, but it was Cesia who would ultimatly lead the reconquest against a weakened Causia. Years of ruin led to the utter depletion of it's vaults, and much of the army payments vanished, with many officers and commanders fleeing to Cesia to restart their lives. Cesian armies, under the guise of reconquest to restore Causia, fought a three prong war with Causia's old rivals who did not want to see the kingdom restored under a more competent and militarily powerful kingdom. Yet, the feudal alliance with a Norvar state known as Penica led to Cesia's great victory over it's rivals and not only consumed the rest of Causia and killed the remaining Stufssons, but also reconquered a good chunk of lost territory from the ruination. Cesia dominated the northern shores and used it's spoils of war to rebuild the rest of the nation. Causia was restored under a new government, and with much of the original conquests over, Cesia lessened it's laws and made up for it's betrayals by restoring temples, lifting extra taxes on the dwarves, and forced raiding clans to accept new rules which restricted their piracy to only enemies of Cesia. Vassalization of Penica (1844 SE) Cesia's old ally of Penica had many failing kings but was diplomatically and economically successful, but it began to suffer major internal problems due to family feuds of it's ruler. While Cesia owed Penica's royal family for aiding them, they were not keen on bailing them out of massive loan which Penica was intent to pay on in order for them to look good in the eyes of it's neighbors. Rather then extend the loan, Penica's royal family began to debase it's currency, which was discovered and saw much of the economy in Penica collapse from it's ruined reputation. The Cesian king eventually did agree to help Penica, but in return for Vassalage, which the Penican royal family would see as a betrayal of their trust, but agreed to it anyway. With Penica as a vassal, a small coalition of Noravar states formed against Cesia for a short time, but this died down due to infighting and personal matters. The Beryul Revolts (1899 SE) The Beryul suffered far more under Cesian rule then Causian rule, and were in great number due to the ruination, their people having near single handedly rebuilt much of the Cesian kingdom. The Beryul, under Cesian rule, were kept less as slaves and more like very smart beasts and any semblance of a home was often a cage. Their daily miserable lives made them furious at their treatment and under a rebellious miner and a shadow shaman, the Beryul revolted against Cesia. This large scale revolt tore many cities apart and caused a near halt to the Cesian economy, in which King Svartbrand Bramsson led a army to crush the revolution. Svartbrand only slightly improved the conditions for the Beryul, but restructured much of Cesia's laws regarding the slave trade and it's reliance. In his reign, two slaver guilds tried to assassinate Svartbrand in a attempt to retain their monopolies and secure the market of raiders, but failed and only insured the king's wrath. Under Svartbrand's reign and his sons, slaves were granted enclaves that could be more easily secured if they revolted again and outlawed the use of skilled slave labor and put rules up upon how many slaves a single Noravar family could own. Annexation of Penica (1955 SE) Penica was kept in line as a powerful vassal to Cesia, up until a powerful Jarl overthrew its ruler and declared himself King of Penica. Penica formed a temporary independence, but was recaptured in war. King Ari II found himself ruling from Penica as a 'military governor', and had made plans before his rise to the throne to annex the region. Through a use of dubious legal jargon and immense misunderstanding of Penica's laws, King Ari declared himself King of Penica and began to deconstruct it's more unique laws and replace it with his own. Revolts were almost monthly in the region, but it was crushed by Ari personally, who used the revolts as an excuse to execute traitor nobility, which he secretly funded and coaxed into rebellion through his spies. Ari II would rule from Penica for most of his life, calling it his greatest achievement, but his iron fisted rule would not earn him much love, as his son Ari III, who had married a Penica noble woman, changed his named to Skulvic out of disgust when he became King of Cesia. The Tuesab Raids (2011 SE) In 2011, a young but huge Tuesab warrior became a warlord and began uniting his the Tuesab peoples and declared himself 'King under the Aura'. This warlord, named Hiji Bloodaxe, was a cultist of the Tuesab's god of death, and promoted his cult and his zealous warriors as guardians over the Tuesab tribes. Hiji and his sons warred with the Noravar pirates and the Otem city states for control and dominance in the region, eventually vassalizing and forcefully converting the Otem and slaughtering the Noravar raiders. Under Hiji, the Tuesab began massive raids into the south, and much like the Noravar long ago, began to bring back masons and engineers which improved their society greatly. These raids reached far into Cesia in which King Hodric 'The Strong' personally battled the Tuesab warlord, but was slain in battle. This caused a series of raids and counter raids between the two peoples, which only ended when Hiji was killed in battle elsewhere and his civilization fell to his sons. The Noravar in the end took their revenge when a raid ship sacked a Teusab settlement and killed one of Hiji's descendants. Conquest of Oslak (2099 SE) Oslak was a small Noravar kingdom which ran like a strip along the edge of the country, but was considered apart of the Noravar state which belonged to the Cesians. Oslak's king built a strong alliance with his neighbors, but fell into personal conflict with a Cesian nobleman named Juag Opresson, Juag personally blamed the King of Oslak for not cleaning up his forest of bandits, who supposedly killed Juag's youngest son. Juag and his companions eventually formed a army of adventurers and led a siege of the kingdom, but were soundly defeated by the armies of Oslak and it's allies. Juag however, in his war, had caused a great deal of damage to Oslak's armies and paved the war for the Cesian war for the territory, which was swiftly won. Cesians freed Juag from prison and made him a nobleman of the region. Many in the Noravar kingdoms suspected foulplay on the part of Cesia, who found out a conspiracy in which Cesia was funding mercenary armies and adventurers to lay claims to Noravar lands. This formed a deadly coalition of Noravar and other neighboring states against Cesia which has not ceased to be a threat to the kingdom since. Current Events (2200 SE) In recent years, Cesia had expanded into Endikigo, conquering a small tribal Nauavar kingdom and using it's region as a means to raid Beryul tribes along its borders, but the most pressing issues is the ascension of King Thorald Bramsson who after his father's sudden death is now faced with possible war with coalition against his kingdom, along with growing internal turmoil. Seeking allies and a better means to build his army, Thorald looks north for his answers and possible northwest, seeing opportunities to subjugate the tribal beastfolk and to create a great northern empire based around the Stagnant Sea.
Culture
Appearance The people of Cesia, be they poor or rich, free or slave, generally dress the same way as they did thousands of years ago. Much of their most common wear is a cloth tunic with a fur overcoat and other small garments, normally made from walrus leather and sea otter fur, with nobility wearing the fur of stags and bears. The Noravar are a very war like people and do not believe in a peaceful coexistence with even their fellow Noravar, and prepare as such by often carrying openly their blades and even their armor to public spaces. It isn't uncommon for Noravar commoners walking around with their armor and weapons. The most interesting thing however is that most Noravar nobles can only be distinguished by their hygiene and groomed hair, because most Noravar nobility will also just wear their armor and weapons, even to court. Cesians are not a people keen to gold and silver, and most Noravar do not wear jewelry or large ornate necklaces, with most forms of jewelry of the Noravar being large ornate broaches or family rings. Craftsmanship Craftsmanship of the Noravar is impressive, but most forms of smithing and building is done by dwarves. Noravar structures often resemble earthen burrows or are just generally round single room houses made out of wood or stone, which is why dwarves are called in to build Cesian cities and structures. Dwalam structures are built to a high standard, being large and decorated to a very gothic stance. Since most cities are designed like dwarf cities, Cesian cities especially are more beautiful and more fortified then then other Noravar cities, and are far more closely connected to one another and also far more expensive to maintain. Most traditional Noravar cities are the wooden and stone port cities with massive long halls which act as both temple and a clan meeting hall. Smithing of weapons, armor, and tools are done with speed and skill due to the long standing traditions of both the dwarves and the Noravar, along with Beryul slaves who can also act as impressive smiths. Cesian armorments are some of the best in northern Kevica. The most common specialty of Cesian smiths is axes and throwing axes. Traditions The Noravar have many traditions, being a stubborn people. Noravar sons are always expected to provide for the family, and thus it is fathers who take their sons out to hunt and to teach them how to use weapons. Noravar daughters are also taught by the men, but in a different way, and are more or less taught how to skin pelts, use daggers, and to command slaves and servants. There are huge Noravar taboos against dishonoring a commanding officer, often to a point where deserters of a Noravar army are often in a serious danger of killing themselves. Noravar have many superstitions and omens, which can vary between clan to clan, but often most involve bad luck following a dark storm, unnatural weather, or specific sight of birds. Ravens are especially considered a great danger by Noravar traditions, who actively hunt them to hopeful extinction, believing they are spies of an evil god who brings them misfortune. Family Noravar family is a close knit group, and have very specific roles for each gender. Men are expected to become warriors and leaders of the family, with lesser sons expected to work the fields and to hunt. Noravar women are much more expected to actually craft and cook for the family, produce children, and command the slaves and servants of the household. These gender roles often, very regularly, intermix and is often at times even outright ignored, especially in dire situations. It isn't uncommon for men to learn crafts and raise children on their own, and women (provided they are strong enough) can become matriarch of the family and become warriors if need be. Both men and women are socially expected to teach children, but the responsibility often falls solely to the father. Interestingly, according to most Noravar, there is a third social role of the family, which is the slave. Children are consider null to the family, but the slave can perform all tasks of both the men and women regardless of their own gender, their own expectation is to serve the family faithfully and without trouble. Law Law in Cesia is a mixture of tribal and feudal, and even a little bit progressive. Cesian law has two tiers, the 'Low Court' and the 'High Court'. The Low Court is handled solely by city guards, minor nobility, and village elders who form of council of 3-10 judges who listen to evidence presented by one side over the other, the law of the court is entirely decided by these judges and is swayed in the way they think is fair. The High Court is a special court where a religious official proceeds over a court which decides the fate of a high criminal, like a nobleman or another religious official, and listens to evidence and divine omen to decide innocence. If a lower commoner feels cheated by the Low Court, they can appeal to the religious officials for a High Court hearing. Most who are found guilty are either swiftly executed, imprisoned in a castle's dungeons for a undetermined amount of time, stripped of property, or sent into slavery for a number of years. Rights The rights of those in Cesia is a hot issue which is likely to never be truly resolved. While Cesian nobles would brag about the freedom of their people, lawfully many Cesians are in a state of perpetual slavery or servitude. Most Cesian commoners are not allowed move away from the kingdom without expressed permission, they cannot marry a non-Noravar without expressed permission, and cannot even trade without the blessing of city guild, controlled often by nobles. Nobles are free to do as they please with very little consequence, but are very much bound to the threat of being brought to the High Court. Gender equality is dubious, but still sort of exists, in Cesia, as women can join raiding bands and mercenary groups unopposed, but cannot be called to war as levies or own certain kinds of property, such as large estates. While dwarves live in their own mostly automonous states in which their own laws supersede Noravar ones, Otem and other Beastfolk live under oppression. Most Beastfolk, even if they have their freedom, can often be re-enslaved in Cesia at any time and are not allowed to move away, marry, or even worship in Noravar temples, trampling on their fragile cultures and giving a great deal of reason for them to be arrested at any time, many being bullied to return to enslavement as a better alternative. Entertainment Bloodsport is a super popular and highly valued form of entertainment of the Noravar, but they do not spill blood and cheer on the name of gladiators, for a slave fighting another slave is boring and uneventful. Noravar host tourneys, massive mock battles between two opposing sides which use wooden, or sometimes real, weapons to knock and slash at one another. Each Tourney is often followed by several deaths. In their spare time, Noravar drink and tell stories in taverns, and it isn't uncommon for weaker Noravar to take up instruments and write poems and songs of mighty deeds. Being a Noravar bard is a very tipsy profession, straddling the line between being considered disgraceful and being a celebrity. Warrior Bards however is a very respected profession, with warriors who are capable of using song to tell of their own deeds and entertain their guests earns great respect amongst the Noravar. Slavery In Cesia, slavery is a very common trade which has a long history. One of the most common Noravar sayings is "No true king is without his army, as no true Noravar is without his slaves". The most common form of slavery, despite outward appearences, is when a Noravar sells their son or themselves into bondage for several years to pay off a debt, and are treated fairly well, normally lasting only a couple years. The most known form of slavery is the slaves brought in from raids, and the differences between enslaved beastfolk and enslaved non-beastfolk. Anything other then Beastfolk are normally slaves who are skilled and have a chance at freedom, and normally are used to teach the Noravar or to entertain them. Beastfolk slaves on the other hand have a less then fun time, being treated more like animals then sentient creatures. Most Beastfolk slaves are locked in heavy shackles and collars, and are normally used for heavy labor, with some being 'tamed' to become bodyguards and soldiers. Only the Otem have escaped this fate, but are treated often just as poorly but for different reasons, and are often more or less used as servants, cooks, fishers, and craftsmen with no chance at freedom. Psychology The Noravar are a xenophobic people who view outsiders with disdain and believe in the strength, purity, and superiority of their own people, clan, and nation. Cesia's long history of war and conflict with it's neighbors bore a long standing feud with the northern Beastfolk, which is often as to why they are treated so poorly. However, the xenophobia of the Noravar is not outright racism of others but rather is more closer to that of a very static indifference to their issues and concerns, and often view the plight of other nations as an excuse to invade them and expand their own domain not for the sake of freeing them, but as a reason to bring wealth and glory back to their ancient kingdom. Non-Noravar, in a strange way, have only a slightly different view. Most Otem who are born of Cevia, along with dwarves and slaves, view Cevia as a rich and strong land which while may abuse them, are ultimately destined to grow to success and hope to wait out their cruelty believing they will be treated better when they win, simply meaning they normally do not harbor ill will towards them. Education Education is not the most important aspect of life in Cesia, and schools and universities are simply non-existent. Most forms of education is for nobles and by nobles, who are taught normally by slaves or elders about reading and writing. Most people in Cevia's countryside are illiterate, and only a half of those in the cities can read and write. This lack of education often means that almost all forms of advancement come from raids into more civilized lands, stealing away teachers and engineers rather specifically to fuel progress. Education is neither masculine or feminine in Noravar society, and is considered more or less the job of slaves then anything else, but can be performed by anyone. The most important things learned is often the basics of family life between father and children, but nobles often are taught to read, write, and are taught about economic theories so that they may improve their lands upon ascending to the throne. Far Raiding The Far Raids are an ancient adventure tradition which has had a profound impact on Noravar society at large. Far raids, as the name suggests, are raids which go far into the south or west which raid the lands there for treasures and plunder to bring back to Cesia. Far Raiding is a prestigious, but dangerous, venture. Those who survive it are hailed as heroes and are greatly respected by their fellow Noravar. Far raiding however is a very dangerous matter, as sometimes unwanted attention from other nations, soldiers coming back with strange religions, and most importantly, ships not coming back at all, are all well known dangers of a far raid. Most raiders who perform far raids have to be commissioned by nobles, who earn specific individual raid captains immense wealth, fame, and prestige. This prestige can consume younger Noravar to a point where entire family lines die out going on Far Raids trying to earn wealth and honor for their noble families. Dwarves Culture Dwalam culture in the Gray Wall mountains evolved over many years of urban development in their city-states in the mountains, living off a very structured society. Dwalam dwarves have a huge respect for masons and administrators, with merchants and engineers often being considered equal merit to warriors and kings. Dwalam have super close family units, with kin slaying considered a crime worse then murder. Dwalam family units are so close however, that marrying within the family is often encouraged. Dwalam build their cities in a very tight place to live in, with most dwarves rarely leaving their mountain communities. These highly developed cities live and breath underground, being built smartly over thousands of years to keep the dwarves safe and happy. Dwalam dwarves rarely keep pets or mounts, which often means nearly all major pulling and heaving is done by laborers rather then beasts of burden. Dwarven Laws Dwarven law is brutal as much as it is necessary, as revolts can cripple a city's life and lead to a collapse of dwarven society. All disputes and crimes are brought before a dwarven ruler and it is decided upon their guilt, with or without a heed to evidence or investigation unless called for. Dwarven nobles are considered by their subjects to be an absolute authority to the law, and cannot be disputed or capable of disobeying the law. If someone is found guilty of a crime, punishments can range from public execution by being thrown into a vat of hot coals, or public torture in which victims are burned with brands and are forced to confess their transgressions against the community. A lesser punishment is considered 45 years of hard labor in a mine. Dwarves only allow certain people in their cities, such as garrison soldier and ambassadors, but there are often very special rules on slaves. Dwarves rarely use slaves, and normally any slave in their lands are personal servants or body guards. Often, it is illegal for dwarves to carry around armed guards or own their own militias, so most bodyguards are often unarmed.
Military
Recruitment Cesia has a rather messy, but traditional, system of recruitment for their armies. For their levies, men are gathered by captains or even just as the main army is marching among the villages. Since most Noravar already have weapons and armor, this makes the process of forming a Noravar much easier. Normally, only men can join levies, but it isn't uncommon for Noravar women to crop their hair and join the army in it's march, and they are ignored or sent home if discovered. The Maruds are often trained from skilled raiders and armored noblemen, and are much harder to gather and train. Maruds, being wayward adventurers in their own right and rich land owners, need to be coaxed to form into a elite army of Cesia. When it comes to dwarves, their recruitment is handled by a specific warrior caste which guards their mountains, and 20% of that army joins the Cesian one. The last army that is often needed to be picked up is slave soldiers, or more specifically, armored Beastfolk which are normally Beryul. These creatures from a young age are picked to become warriors and are trained in a brutal regiment to be unflinchingly loyal, stupidly brave, and intensely savage. Most of these enslaved warriors often require their own pen and are gathered by their owners to form the vanguard of their armies, if they can afford them and their care. Organization Cesian armies are led directly by their nobles who hold their own armies, and these armies group together along with their supplies. The top noble, or leading noble, often decides on important decisions of logistics and strategy, but in true feudal fashion, a great deal of Cesian politics and personal rivalry can enter into the camp. Cesian armies on the battlefield tend to use very basic feudal tactics, but with an added twist. Cesians rely on heavy armored units which form the vanguard, with reserves of light infantry in the back. Archers are expected to skirmish, with cavalry taking the flank for defensive purposes. Cesian tactics require their heavy infantry to break and overpower the weaker front, with light infantry or free cavalry units chasing down attackers. Heavy infantry make up the core of a Cesian army, wether they be advanced dwarven pikemen or huge armored slaves. Nobles are often expected, but are not required, to lead their armies from the front and join in battle to rally their men. Cesian Levies Cesian levies, like most Noravar levies, are already armed and armored the moment they are ready to join the army. Nearly all Cesian levies have axes or short hunting spears. Some levies will bring along their hunting bows, making but the core of the ranged infantry of a Cesian army. These levies often hunt rather frequently, or at some point went practiced, with no formal training that is required by the state, and it is simply expected they will do well. These levies are lightly armored, often having heavy leather jerkins and in rare cases chainmail. Noravar levies fight for personal glory and loot, and expect when a city is taken in siege, they will be allowed to sack it. Cesian Maruds Maruds are a strange mix between raider, adventurer, and elite soldier. Maruds are normally well off Noravar who are able to afford good armor and a shield, and either spend their days going on adventurors, going on Far Raids, or just go about doing general banditry in non Cesian lands. While brutish and thuggish by any other standard, the Noravar Maruds often have their own beer halls and personal estates which fund their activies, and train fellow Maruds into a suitable army. These Maruds normally swear their loyalty to a Noravar noble in return for their patronage and protection, and when called, the Marud will join them in war. Due to their experience, they are considered elite soldiers and skillful marines. Maruds normally have iron armor along with chainmail, helms, a colored cloak, longsword, war axes, throwing spears, throwing axes, and a large shield on their person. Armored Beastfolk Armored Beastfolk is a specific design of Cesia with a long history of use. These Beastfolk, either Beryul or Tuesab, or broken down at a very young age in a special prison pit. They are brutally trained by their taskmasters to fight in tense situations but are also trained to tell between enemy and friend. They are normally emotionally and psychologically broken down and live most of their lives in shackles until they come of age to receive their armor. The armor of these slave soldiers covers their entire body and are granted either a polearm or a sword an' shield. These slave soldiers are normally outfitted with large bulky collars with small inward spikes which cause create discomfort but can be pulled to cause pain to direct them. These soldiers are often very expensive to keep and to maintain, due to the amount spent alone on their special shackles and trainers, which is why only a few rich Noravar nobles have them. Dwalam Legions Dwalam armies are formed into a legion of only 50,000 each, who's primary purpose is defense and urban combat. Due to this, Dwarven armies are purely heavy pikemen with small short swords or axes, with only some archers who act as scouts. Despite being heavily armored, a Dwalam pikeman can move exceptionally fast with their long spears and are trained from a young age in this specific art of war by experienced tutors and their parents. Dwarven armies are made up a caste of militias who send their sons to barracks for the rest of their lives to make up the city's defenders, and are commanded by a stronghold's most war minded noble. Dwalam legions are terrifying in urban combat, and rarely break their ground unless sustaining immeasurable losses. Cesian Navy The Cesian Navy is one of the most powerful in the Stagnant sea, mostly due to their number of longships. Cesian longships are a mix of Otem design and the original war ships of the Nauder. Cesian Longships are crewed by mostly raiders and Maruds, and have a number of unique abilities which allows them better mobility then most other ships. Longships are capable of flowing down rivers and cross the sea, are very fast, and is often evasive enough to outmaneuver galleys. Longships are normally used for piracy, and as such, are very experienced in hunting lone ships. In the open water, if one can even hit a Longship, the moment they get close, Cesian marines tend to board enemy ships to capture them.
Government
Cesian Martial Monarchy Martial Monarchy is a civilized version of Noravar tribal monarchy, in which there is a much heavier emphasis on the strength of the king and his divine right to rule based on his skill as a military leader. In the current state of Cesia's feudal system, a strong king rules over his direct vassals which belong to his own personal territory. Cesia is fairly decentralized, like many feudal societies, where land is ruled by autonomous vassals who swear themselves to the king in return for protection. Unlike other feudal societies, Noravar has no class of peasants, but they do have clansmen who are more or less bound to their clans and slaves who do heavy work. Succession in Cesia is passed to the eldest son, with the capability of women having the ability to inherit if no son is available.
King - The absolute ruler of the land, ruled specifically under the Bramsson dynasty
Jarl - A large Noravar land owning noble who ruled over a large territory, with haulds who swear loyalty to him in return for protection and gather armies for the King. They are often typically the most powerful of a group of local Haulds.
Hauld - Haulds are large landowners by the most original sense and chieftain by heritage, often owning cities, small keeps, and individual plots and have thanes who swear to them.
Thane - Thanes are landowners, normally wealthy farmers and leaders of clans who swear themselves and their families to Haulds, Jarls, and Kings. Thanes are the most basic noblemen of the Noravars, their families and themselves being the basic foundation for new Maruds.
Druid - The Druidry are the formal priest caste, who hold power above the common person and soldier, but are sworn to the service and vassalage of their local Haulds.
Guard - Guards are a informal but important class, often well armored militia paid by nobles to guard cities, roads, and towns. They have the added bonus of keeping the peace, restricting access to cities at their whim, and answer only directly to the nobility.
Clansman / Commoner - The freemen of Cesia are not bound to the land, but are rather instead bound by family, being a common folk who act as craftsmen, farmers, merchants, and other professionals. Despite the idea that they are freemen, they are still very much bound by local Noravar law and traditions.
Slave - Another sentient humanoid owned by another, having no rights. The only restrictions on this involves non-beastfolk, where non-beastfolk cannot be murdered or sold to foreigners.
Dwarven City States Cesia conquered and incorporated two powerful dwarven city states into their country and their legal status as a territory, a conquered people, and as a vassal is muddied by their apparent cultural ties with the country. Dwarves have their own nobles, their own laws, and their own tax system and are by all other means besides paying hefty taxation and providing a large amount of masons and smiths to the Cesian capital they are entirely autonomous. These city states are traditionally kept in line by a large garrison of Maruds, who more or less act as more of a reminder then an actual force. The two city states are often kept in Cesia's control through heavy trade and exclusive guild right to the dwarves, which gives them a 15% cut of money made on the Stagnant sea in Cesian ports. Succession Moot When the king of Cesia dies, in order to avoid a disastrous succession crises, a Moot is called involving the family of the king and the Jarls who decide who will become the next king. While lawfully, the title should pass down the line, it is often realistically passed on between brothers at the Moot. The Moot is often a perfect place for ambitious nobles to cozy up to their new king and to chose winners and losers, and once the moot is decided, it is formal law and all nobles must accept their new king under pain of death. The non eligible adult family of the previous king votes first, and their vote counts as 1, and then pretenders vote next who's vote count as 2, and then last the Jarls who vote, who's vote count as 3. Internal Wars Currently, under ancient Noravar law, any Noravar chieftain, noble, or king can war with cause another Noravar ruler. Noravar law recognizes 3 kinds of wars; Kin Slaying, Weakness, and Restoration. Kin Slaying wars are wars against those who kill the previous ruler who were family in order, and successfully, become ruler instead. In the eyes of the gods, this tragedy can only be avenged by another Noravar lord. Weakness wars is a war against cripples, weak rulers, and overly incompetent rulers. Restoration wars are a more common war and who's reasoning is regularly abused. In tradition, Restoration wars is a war to restore a rightful ruler to the throne who is a Noravar. While in tradition this can only be done against those who are non-Noravars, this caucus belli is abused rather regularly as an excuse for war. While there is no formal written rule on these laws, the Noravar use these excuses so regularly that most know them by heart. Status of Clans Cesia is a civilized civilization, but the presence of ancient tribal clans still exists even into the modern day. The status of these clans is dubious at best, and illegal at worst. Since there are so many hermit clans which are scattered across the Noravar lands, they are more or less left alone. Legally, the clans are on the same status as thanes, but the clansmen believe themselves to be Haulds. In order to keep them in line, the real Haulds pay them off or befriend them. Clans, unlike their civilized counterparts, do not own slaves and the Beastfolk they do own are in fact treated very well. Clans war with each other over various reasons, and they can devestate the countryside if not handled well. Haulds often have to be careful of their growing influence, otherwise they may revolt and kill the Hauld and his family and claim themselves as true Haulds. Low and High Courts The court system of Cesia is a Noravar tradition, and while the low courts are not important for most nobles, it is the high courts most have to worry about. While nobles and their families have free reign to generally do as they please, the High Court is a major detractor from truly abominable behavior. The High Court rarely, if ever, effect the king or the jarls, so most High Court cases involved Haulds and Thanes, and rarely the druids. While druids in Cesia are known to be incorruptible, the nobility do find ways to bribe them for a favorable outcome to the court. This can be done with sending the accused into the service of druids as a slave for many years, appeasing the gods, or providing blood money to the temple and the clan affected by the crime for the trouble. Normally, specialized druids work these cases, but in reality any druid can do it. It isn't uncommon for smart nobles to become apart of the priesthood and be declared a druid, and then recuse themselves from cases since they themselves can declare themselves a judge, but in doing so has them automatically banished from the priesthood. Otem Enclaves The Otem city of Kringa'Hol was felled and consumed by the Noravar, it's descendants having lived in what is now Cesia since in small urban enclaves. These enclaves receive no assistance, and often are only located near the coast in which the Otem fish for the only food the enclave will ever see. Smiths, guilds, and shipbuilding is illegal in the enclave, along with marriages and moving to a new enclave. Otem have their own rather destitute societies within the enclave and are given very little in terms of options, with the only real option is to sell themselves into slavery in the hopes of a better life. The Noravar allow the Otur to live mostly because many, despite their restrictions, are skilled shipwrights, scouts, and fishers who provide valuable services to the cities they dwell in, and strictly pass down their traditions and knowledge to their young. Lesser Titles
Blood Brother - A blood brother is a term used rarely and with great respect in Noravar society, in which two Noravar cut their hands with their blades and grasp each other, and by ancient rite are declared equal to kinsmen. It is considered one of the most deepest forms of respect amongst the Noravar.
Elder - An Elder is a old man of the village, being far to elderly to fight, farm, or even perform a craft. Instead, their service to the clan is providing wisdom, performing in the Low Court, and watching over children. Their authority is often considered by many Noravar equal to that of thanes and are considered untouchable.
Tutor - A Tutor, wether they be slave or free, is a learned person given the responsibility to raise and teach a nobleman's sons and daughters.
Captain - Captains are a informal and empty role of command amongst guards and Maruds. Captains are normally responsible with administrative work of the army, along with marshaling troops, handling logistics, and being the voice of the nobleman when they are not available.
Favored - Favored is a formal title, normally reserved for slaves and servants but can sometimes be granted to courtiers and trusted advisers. Favored are friends of the family, and are normally responsible acting as a guardian of the family if harm came to them. Favored are normally treated more as a part of the family.
Spion - Intrique is a rare and deeply taboo part of the culture of the Noravar, but it does still exist. Spions are essentially spymasters in all but name, their formal responsibility is often keeping track of the courtiers and performing roll call, but realistically command the realm's spies.
Master of Masons - A important title associated with the city, a administrator who helps with the maintenance of the city
Master of Horses - A stable master who handles a Cesian noble's horses and keeps them well fed, but also is charged with making sure horses are always in stock.
Master of the Hunt - A hunt master who is responsible with helping a nobleman hunt and also brings back food for feasts, normally entrusted to a skilled hunter.
Chief of Raiders - The Chief of raiders is often rewarded to powerful and skilled Maruds who had performed great feats of raiding and piracy, bringing wealth and glory to their families. The Chief of Raiders is responsible planning seasonal raids, keeping the shipyards in check, and recruiting other raiders.
Master of the Cages - The Master of Cages is not a honorable job, often granted to the least skilled and most cruel of the guards, who is charged with different tasks. Their main task in acting as warden of the dungeons of a keep, but also to command, train, and house servants and slaves of a nobleman. If a nobleman owns their own armored beastfolk pit, then they are often commanded to watch over this pit as well.
Religion
Noadam Noadam is a druidic religion, with very old shamanistic roots which dates back to the Naudor who first founded Norava. As a tribal religion, it was characterized by oral legends and folk tales, often depicting kings as gods and gods as kings. The main theology of Noadam believes that all life was made by a great ice bear named Jeraog, who's droppings made the gods. These gods killed Jeraog and planted his body into the ground, and brought forth a mighty tree, with each branch a plane of existence for which the gods could rule. Olavan, chief of the gods, made the first men like wolves, but these wolves were corrupted by his rival, the witch Marava who turned them into the first men. Feeling sorry for his lost children, Olavan gifted men with technology, magic, and a will to live good lives and drink heartily. As a gift, mankind granted Olavan beer, charred meat, and iron. Since, the gods have battled the forces of Marava for the souls of men, with Olavan guarding and watching for men to steal away back to his realm, training them for the end of the world, while those unworthy of the gods are granted as gifts to Marava, who turns them into minks and adds them to her stew. Gods
Olavan - The Wolf God, and chief of the gods. He is the god of Wolves, Knowledge, Hunting, Snow, War, Conflict, and Nobility. His Patrons are Warriors, Nobles, and Scientists.
Margura - The Eagle God, wife of Olavan. She is the god of Eagles, Seagulls, Summer, Heat, Sand, Prosperity, and Children. Her Patrons are Mothers, Farmers, and Merchants.
Faer Shald - The Bear God, Adopted son of Olavan, True son of Jeraog. He was eaten by Jeraog in order to prevent him from fulfilling a prophesy, but when Olavan killed Jeraog, he found Faer Shald and claimed him as his own. He is the god of Bears, the Beryul, Strength, Tyranny, Thunder, Lightning, Oppression, Guarding, Revenge, and Raiding. His patrons are Raiders, Avengers, and Guards.
Faer Reeth - The Penguin God, son of Olavan. He is the god of Penguins, Spring, Rain, Love, Prophesy, Floods, Crops, and Luck. His Patrons are Lovers, Druids, and Farmers.
Seei'th - The Otter God, daughter of Olavan. She is the god of Sea Otters, the Otem, Sea, Lakes, Shells, Fishing, Salt, Maelstroms, Ships, and Wind. Her Patrons are Sailors, Shipwrights, and Fishers.
Naur Gravab - The Dark God, who is depicted as a elf with deep black skin covered in the cloak made from the flesh of fallen druids. He is a brother of Margura. He is a god of Forests, Earthquakes, Transfiguration, Curses, Fall, Color, Shade, Mist, and Candles. His patrons are Druids, The Ambitious, and The Desperate.
Hogi and Lomki - Lesser gods with no known domains, being two boars who use to be two unknown kings of the Noadar who were tansformed into boars by Naur Gravab but were granted a place at the table of Olavan for their deeds, and are said to accompany the dark druid Naur Gravab in his journeys.
Besa - The Cow God, prized servant of Naur Gravab. He is the god of Cows, Milk, Plenty, Sunshine, Blessings, Miracles, Hope, and Fruit. His Patrons are Ranchers, Farmers, and The Desperate
Marava - The evil god, creator of mankind and corrupter of the wilds, resembling a woman of stunning beauty who at all times is surrounded by a palace of iron of ash filled with nothing living. She is the god of Mankind, Iron, Fire, Steel, Copper, Bronze, Emptiness, Destruction, and Foreigners. Her patrons are Ambassadors, Cultists, and Industrialists.
Lueser - The rather ambiguous god who straddles good and evil in most Noravar myths, the Mountain Lion God and brother of Olavan. He is the god of Mountain Lions, Cats, Winter, Failure, Death, Struggle, Hopelessness, Slavery, and Kin Slaying. His Patrons are Slaves, Rogues, and Assassins.
Got and Rogt - Two lesser gods who were in life the villains of Hogi and Lomki who sold their souls to Marva and become wild half-men half-beasts in order to slay the two heroes, but were tricked and killed. Upon their deaths, they were turned into two polar bears, and were chained to the abyssal dungeon of Marava as guards to her iron palace.
The Druidry There is only one caste in the Noadam religion, which is the druids. However, there are various kinds of druids, but magical and non magical. Those who are gifted with magic are automatically sent, as it is a great honor, to temples of the druids to be taught their ways and tutor under them, while those of no magical talent are mostly there to learn lore and to recite history.
Raugi Druid - Magical druids who know the ways of magic and perform magic
Curev Druid - Magical druids, who master in the art of blessings and curses, and hold sway over Weres and Sprites
Teniv Druid - Non-Magical Druids who tend the groves
Knoa Druid - Magical Druids who listen for the words of their god, preach the word of their gods, and foretell prophesies.
Kesiv Druid - Non-Magical Druids who perform court duties, study lore, and write down history
Views on Magic Cesia is no different from other Noravar civilization when it comes to magic. Magic is greatly respected, especially magic in relation to their people's favored religion. While before reformation, Noadam views on magic was only out of respect, reformed views on magic has a formal canon on what is and what is not acceptable. Necromancery and magic which bend light and animals is considered abominable to the region. Magic however, even if it is abominable, is considered divine in some way or other, wether it be a evil god or some demon. This great respect of magic translates to social life, where those who perform magic and revered and even sometimes worshipped, with many believing that a mage brings good omens no matter what religion they are from. Yet this progressive religious attitude is not easy to exploit, as most Noravar believe other gods to be imitations or misunderstandings of their own pantheon in some way or another. Druidic Magic Druidic magic of the Noadam religion is that of a great variety, but it specializes in two schools; auras and elemental. Noadam druids can manipulate the nature around them to do great harm, or bring great prosperity to a region. Druids also perform rituals to conjure blessings, or auras, to bless their people and restore things. They can summon clouds of mists, and even powerful druids can summon storms on a region. This weather manipulation by bolts of lightning or claps of rock being hurled at their enemies. Other notable abilities of Noadam druids is their ability to translate prophesies, build golems from bark to guard their groves, and commune with the wildlife. Druidic Curses A lesser known speciality of druids is their ability to curse others, and are fully capable of a variety of offensive auras. Blights are a common curse, capable of turning farmland to rot through intense rituals, along with cursing woodlands to cause rabies within the wildlife. The most notable curses however are individual ones, such as Weres and Sprites. Other notable curses performed by Noadam druids are curses of fortune and weakness. Druids can curse those they despise to fumble and be unable to win for a time, or curse them to be weak and frail, and can only be dispelled at their own notice or by a mage who specializes in dispelling such things. Druids use curses defensively, but are often brought on campaigns of the Noravar to specifically perform curses on captured enemy nobles. Weres and Sprites Weres and Sprites are unique curses brought on by Noadam druids, especially against those they despise or consider enemies. Weres are cursed men who by day are men, but at night become animals, often depending on the choice of the druid who cursed them. Weres become feral and wild in the night, and become menaces to their communities until they are cured. Sprites are cursed men who have been just turned into a wild animal, but are fully conscious, and can be turned back into men if the druid who cursed them died or are just generally freed. Weres often are forced to seek out druids, who use them as body guards and as slave laborers in return for keeping thme uncursed, while Sprites are simply just pets which are usually prisoners of war or those who angered the druids. Legends Noadam has a number of legends, but none so profound or as important to Cesia's history as the legend of Hrapp Stufsson. Hrapp was a legendary forefather of the kingdom and a legendary druid in his own right, and his son was said to also be just as talented as he was. While the tales of Hrapp and his many exploits are many, other legends tell of similar heroes. Most Noravar Jarls and Kings often claim they are the descendent of a divine ancestor, so despite stories like Hrapp being important for Cesia, it is not unique. Another known legendary figure is that of Amundi Skorrisson, a legendary warrior of ancient times who wrestled the Beryul's gods and killed them in a drunken rage, but was slain by the Beryul. It is said the Amundi cursed the Beryul to always be less then the Noravar, and that their people would never rise above his own, and then chucked his spear so hard that it killed 100 Beryul clans. Omens The Noravar have many omens, but none so more profound and hated as the raven. Ravens are not represented to have gods, but rather they are said to be the children of the dead god of the Beryul who swore eternal servitude to the evil god Marava. Ravens who appear are said to bring instant misfortune, and it is well known soldier and nobles will actively avoid battle if ravens are flying. Omens such as these have a profound impact on Noravar society, as Noravar will cease to work if the local omens look bad. In order to keep society from falling apart due to bad omens, druids perform sacrifices by offering burnt grains at their groves to appease the gods, making all bad omens void for the day until the moon rises. Festivals Festivals are an important part of the day to day life of the druidry. There is a large scale feast, hosted by both nobles and druids, to commemorate the beginning of spring and the end of summer. During this time, the Druids release a Were or Sprite from their curse and a noble releases a prisoner from their dungeons to appease the god of motherhood, and in return the prisoner most make a pilgrimge to the grove and serve within it for five years as penitence. The feast is served with ale, pumpkin, wine, bread, and meat and it becomes a time of peace and kindness. Fighting is not done during either feast, and slaves are often granted their own feast and are served by their masters with ale and cheese. Often, during the feast, druids tend to frolic, dance, and carry large smacking sticks and loudly yell to the heavens to honor the gods. Groves The name grove is a dubious term, as a druidic grove of the Noadam religion is more close to that of a earthen pyramid, with three inner chambers, a burial tomb, and a enclosed garden for which a sacred tree lies. Groves have a barracks for which the druids and their servants sleep in, a earthen office for which the non-magical druids write down history and study, and a inner sanctum directly below a sacred tree in which the druids converse, discuss politics, and debate theology. The grove itself is mighty sacred, often surrounding a white pine tree which comes from the far western ends of Endikigo. These trees are believed to be the life blood of their gods and where they are housed, and to enter their gardens is to enter their domain. In order to enter, one much be unclothed, and shed all mortal possessions and pray to the tree for guidance in silence, to not do so, the grove's local wildlife will tear the person limb from limb. Burial Mounds Noravar traditions do not fully recognize a proper means of which the bury the dead, but wherever there are Noravar, their burial mounds are not far off. Burial Mounds are more of a druidic invention, as druids believe themselves to be the living tears of the gods shed in the pity of mankind. Just as they are temporary, druids will return to the earth and rejoin the form of their gods in the afterlife. Druids are wrapped in leaves and buried in the mounds, normally alongside family and nobles associated with them, with holly being planted all around the tomb to draw in the spirit of death. Normally, these tombs are often booby trapped and contain valuable but highly cursed treasures.
Economy
Noravar Doomade Tax System The Doomade, or sometimes just referred as the Doom Tax, is a yearly tax which dates back to the first Noravar conquerers. Noravar tax collection is very thorough, with a noble who has a group of special administrators, normally their own family, who collect the taxes of their realms. Every beginning summer, a tax collector sends out a surveyor who goes to the clans and counts up their belongings, such as cattle or stored grain. At the end of fall, a portion of the belongings, rounded to about 0.50% is always collected and and given to the nobleman, who then can either sell the grain and cattle for a profit to fund their affairs, armies, and repairs. When taxes is collected, the local lord gives 20% to his liege lord, and this keeps going upward towards the king. The Doomade is a taxes of specifically the estates of families, and both nobles and rich land owners pay taxes equally. Foreigners and non-citizens are not taxed, which gives tax exemption to wayward communities like the Otem enclaves or freed slaves, foreign merchants staying in Cesia, and dwarven settlements. They instead pay what is known as a protection tax, in which their community forks over a 'bond of protection', normally just a large bribe, which is treated as a gift to the local chapter of the guard or the noble in return for enforcing laws, which is always collected at the beginning of every spring. Cesian Free Trade Cesia has no real means to keep trade profitable in their realm, despite the size and power of their nation, and thus rely on the normal Noravar trade laws. Noravar trade law is often a laughable term, as it often simply means that trade only exists between the friends of the Noravar, and in return, the Noravar do not raid their ships or country. Cesia allows traders of foreign countries into their ports, but exact a toll at their ports. In order to encourage trade, Cesia accepts large bribes from other kingdoms, and often in return Cesia warns it's raiders not to attack their ships or suffer being banished. Most merchants come from or are related to noble families, normally Thanes and Haulds who have their own personal guilds. Cesian merchants prefer to trade at home, and only go abroad to buy rather then sell. Resources Northern Kevica is fairly rich in a number of important minerals, and Cesia itself is a densely wooded area, but the climate is just warm enough for mass farming. Wood, and wooden products, are most common exploit of Cesia which allows them to build so quickly and so swiftly, but Iron and other metals are much harder to come by. Despite the dwarven state providing more iron then any nation could ever dream, the demands of Cesia often makes is search out for more. One resource which is certainly abundent however is slaves, mostly due to Cesia's long standing history of raiding and campaigns into Endikigo against the Beastfolk tribes and civilizations. Cesia's trade of slaves is one of their most enriching enterprises, which boosts their economy ever more so, but also pushed their need for iron into several internal problems. Supremacy of the Stagnant Sea One if Cesia's biggest dreams, dating back to the Kingdom of Stuf, is the supremacy of the Stagnant Sea. Trade on the northern sea is normally dominated by the maritime empires and civilizations along the coasts of Endikigo and other kingdoms of northern Kevica. Cesian dreams of owning this trade route and pushing all others off of it is often mixed with feeling of conquest, and its been the life long goal of ambitious rulers. As it currently stands, most of the trade of the Stagnant Sea flows into and out of Cesia. Despite this superiority, there major rivals include the Teuseb civilization in Endikigo who threaten trade with their raiders, and their Otem protectorate who attempt to out maneuver them. Imports and Exports
Iron
Grain
Fruit
Salt
Bronze
Educated Immigrants
Paper
Ale
Beer
Horses
Weapons
Stone
Fur
Wood
Wool
Silver
Slaves
Boxes
Ships
Territory
Political Map
Causia Cities - Stormcod (Capital of Cesia), Aiela, Neasbrid Ruling Family - Bramsson The Jarldom of Causia is the traditional capital of Cesia, and it's former kingdom of Causia. The capital of Stormcod was made solely by dwarven masons, and is one of the most beloved cities of the Noravar, and seat of the Druidry. It also remains Cesia's most richest and developed lands, along with being home to it's largest orders of Maluds. Cesia Cities - Norgadber, Strubrand Ruling Family - Ketilsson The Jarldom of Cesia is named after the Cesian Strip, which Cesia and it's neighbor Polav share. Cesia is the second most richest realm on Cesia, and supports a sizable craftsman industry. Stuf Cities - Stula Ruling Family - Saksisson Stuf is the traditional capital of the Kingdom of Stuf and it's founding tribal empire of Cusivica, it's founding kingdom. However, Stula use to be the Otur city of Kringa'Hol, which was transformed into a Noravar port city. Stula has one of the largest Otem enclaves in Cesia. Northabar Cities - Fortigar, Maukshad Ruling Family - Frengal (Fortigar), Brond (Maukshad) Northaber is the the centralized dwarven state which is bound to Cesia, having been subjugated by the Noravar for centuries. The mountainous region has two important dwarven cities, where their rules and laws are above that of Noravar ones. Northabar often acts as a bulwark against northern Beryul tribes and other dwarven kingdoms. Midim Cities - Sturmad, Oak Loether Ruling Family - Tolasson Midim is heavy in trees, and many consider it the lumber heartland of Cesia. Midim is home to a great deal of dwarves who travel there to craft from wood, making them a notable minority there. Estland Cities - Penerest, Walamab Ruling Family - Valbrandsson Estland is a small county and is the least developed of the core counties of Cesia. It's cities of Penerest and Walamab are often visited by neighboring Noravar from rival kingdoms. Its underdevelopment often makes it susceptible to raids from rival Noravar kingdoms. Oslak Cities - Kenis Ruling Family - Kolfinnsson The traditional capital of Oslak, which was conquered by Cesia. It has a number of silver and copper mines within it's hilly country. Lesser Oslak Cities - Krenges Ruling Family - Jonsson Lesser Oslak was once apart of the Kingdom of Oslak before it was taken over by Cesia. The southern end of Oslak was forcefully broken apart between it's two Jarldoms. Despite Lesser Oslak having more territory and village, it is also the least developed and regularly plagued with economic stagnation. Penica Cities - Pervida, Aeith Naulod, Canbrard Ruling Family - Hrollaugsson Penica use to be a powerful Noravar ally of Cesia, before it was vassalized, taken over, and forced to join the kingdom as a state. The Jarldom on Penica is very rich and propserous, with highly urban cities and a large army. While it's automony has dwained in years, its existence has been a boon on Cesia for generations. Granland Cities - Ioaran Ruling Family - Hroksson Granland is a Cesian colony in Endikigo, and is the main trade port for recieving colonists, traders, and raid crews who help guard and attack the nomadic Beryul clans who live close by. The port of Ioaran is often called the 'Iron Port' by the Noravar due to the amount of iron which flows into the city, but it is mockingly called by the Beryul the 'Shackle Port' due to the number of their people who pass through as slaves. Nauberad Cities - Berdar Ruling Family - Vogsson Nauberad is the home territory of the tribal Nauavar and their clansmen, and use to be a tribal kingdom till it was conquered and annexed by the Cesians. Nauberad has moderenized into Noravar society, with it's settlement of Berdar having become a formal and well developed Noravar city, but the territory is still in constant unrest due to the Nauavar mutual distrust of the Noravar and the constant threat of Beryul raids.
Terrain
The Cesian Strip The Cesian Strip is a long beachhead which runs from the Jarldom of Cesia to the Jarldom of Penica, and is one of the most important strips of land on the Penican coastline due to it's natural trade value, and it's access to the Polav River, which reaches down into southern Kevica. The Strip is a very clear beach, with few marshlands. What it does have however is very large dunes and a wild variety of fish, crabs, and sea birds which patrol it's shores. The Strip acts as a natural route up and down the coast since it can go on fore miles without problem. The only major geological issue of the Strip is that it recieves rather sudden and very powerful storms which form along the Stagnant Coast, which can become so powerful it can push shipwrecks to it's shore, but otherwise, it is a very calm and clean shoreline. The Gray Wall Mountains The Gray Wall Mountains is home to the Dwalam dwarves and is the natural barrier between Kevica and Endikigo, and is one of the most frustrating, convoluted, and frustrating mountain range to pass through. The mountains are very steep, with various ridges and sudden drop offs which only very few can master, and often the weather in the mountains makes any journey through them a dangerous one. Sudden storms can knock down avalanches, loose rocks turn into landslides, and the weather can turn from moderately warm to Antarctic cold in a matter of minutes, and stay cold for months. Only certain peoples, such as the Beryul who are use to this kind of weather, can pass through mostly alive, but even the mountains native inhabitants find it difficult to live on these mountain ranges. The mountains often lack a good variety of life, with goats, mountain lions, and eagles often valuing the lower parts of the mountain range. The Gray Ridge Bay The Gray Ridge Bay is a body of water which Cesia and some smaller dwarven and Beryul civilizations, are based around, which lays in the Stagnant Sea. Unlike the normal weather of the Stagnant sea, which is normally calm and cold, the Gray Ridge Bay is often cloudy and storms regularly with predictable patterns. Especially in the spring and early winter, storms churn in the sea and hit the Gray Wall Mountains, creating huge sea walls miles high. While trade is often avoided in the Bay now, it used to be a busy trade port in the old days, which is why the entire bay is covered with shipwreck graveyards. One of the most famous graveyards is the Graveyard of the Nauala, a large tribe which had over 90 ships try to move into Norava and was crushed by a storm, it's vast chain of sunken ships can be seen from the surface on a good clear day. The Bay is home to a huge number of sharks, large fish, and seals who use the bay as protection against hunters. Canlavad Tundra The Cesian counties of Granland and Naubered are in a region known as the Canlavad Tundra, a tundra region like many Endikigo peninsulas which team with life. Small winter forests and wildlife dot the landscape, with large moose populations which roam in the farther north. While the land is not very suitable for farming, it makes up for it with the tundra's waterways being filled with fish, crab, and clam. Sea Otters, Walruses, Seals, and Penguins all live within the same proximity of the Tundra, with polar bears wandering in from the northern wastes to hunt. The Father Forests The middle of Cesia has a ancient and very sacred forest to the Noravar known as the Father Forest, which is considered sacred by the Noadam druids. These forests are home to a wide variety of life, including the infamous North Kevica Ursa and the horrifying Wendigos. The Father Forests are very thick with foilage and are covered in small swamplands, shallow lakes, and misty hills, giving it a rather disturbed atmosphere. The Father Forests tends to be filled with a great deal of poisonous animals and plants, and several forms of fungus which afflicts the mind. The forests are a very small part of the terrain, but they are best identified by Black Needle Pines, pine trees with small black tipped needles which often look to the human eye to be more darker and much more taller then normal pines. Rockwyrm Dragon Rockwyrm Dragons is a massive creature which prowls in the Gray Wall Mountains, a apex predator which can survive the harsh environment of the mountain range. They are huge dragons, normally the size of a small keep on average, with thick long tails and wings attached their front arms. These dragons have very thick stoney hides with a huge array of stoney teeth. Rockwyrms tend to fly very slowly and hunt elk, bear, and cattle and can live for thousands of years, but often they hibernate every 30 years in order to preserve themselves. Rockwyrms can spew electricity from their mouths and noses, which single their meat and helps them fight one another for dominance. Rockwyrms breed extremely rarely and will often nest in large caves and ravines, and are rarely bothered by loud and upsetting weather. It is a well known fact that Rockwyrms, in order to help digest their food, will eat rocks and bones, and spit them out as molten clay. Horned Druid Dragon The Horned Druid Dragon is a dragon species which dwells near, around, and south of the Father Forest and is a regular enemy to all Noravar farmers of northern Kevica. Horned Druid Dragons resemble large green dragons, the size of a mead hall, with green scaly skin and have thin spiked tails. Their wings are fairly small for their size, but their most notable physical feature is their stag-like horns which grow upon their head. Horned Druids are scavengers, often scaring away other predators and eating carcasses of large animals like moose, bears, and mountain lions. Horned Druids are fairly active, and often steal away cattle and dogs to eat. Horned Druids act very much like stags, and will use their horns to battle each other for territory and move in large groups. They normally live in the forests, such as large clearings, but despite their sized and strength, they are often very fragile creatures and rarely fight back, and instead opt to flee whenever possible, but can still kill a fully grown man easily if cornered. North Kevica Wargs Wargs are very large wolves, and northern Kevican wargs are not different. Wargs are huge wolves, normally the size of bears, which huge teeth and are hyper intelligent. North Kevica act very much like wolves, and in some cases, tend to 'ally' or 'lead' wolf packs. Wargs will sometimes kill an alpha wolf and assume itself as leader of a wolf pack, and will use this wolf pack to it's advantage. Warg packs are very small and often are in constant disputes with larger animals. Wargs are often known to be hyper friendly to men, often doing services such as hunting down rodents in return for a farmer rewarding them with food. Wargs are considered more as friendlier versions of wolves and are rarely hunted by the Noravar, and are sometimes used as pets. North Kevica Ursa Northern Kevican Ursas are monstrous creatures which roam exclusively in the Father Forest, and are feared by the Noravar. Ursas are massive bears, often comparable to the size of small houses, which roam the inner forests looking for food. Ursas are a very rare species of bear which are often very shy and lonesome animals, but are also super aggressive. As apex predators, Ursas can go toe to toe with dragons of their size, are immensely fast, and terrifying capable of clawing away iron armor. Ursas can also grow to be intensely old, some living for over 700 years at a time. Despite Ursas being so powerful, the creatures tend to be miserable. They often smell horrific because there are no bodies of water in the Father Forest that can wash them, they can be covered with scars of previous battles, and they often find it difficult to scratch themselves, which leads to their reluctance to mate. North Marsh Wisps The Wisps of the northern coasts inhabit the marshlands along the Cesian Strip, and are a considerable danger to travelers. Wisps are a very strange creature, normally being a soul of a dead humanoid who had gotten trapped and drowned in the swamp, their death's agonizing release having created a partial ghostly revenant which haunts the marshland. These bog ghosts purposefully lure other sentient creatures into the marshland and begin draining them of energy in order to give them strength to return to their own bodies to become full revenants, undead cadavers which become wild murderers. Wisps are known to appear very often due to the unknown danger of marshland sinkholes. Most wisps infestations are handled by druids, who must pull the bodies from the marsh and give them proper burial rites to destroy the wisps entirely. Drauger Druids are not regularly known to perform necromancery, but there is the capability of the magic to implant a false soul into a corpse. Powerful druids, often seeking to protect their burial mounds, will build a Drauger from the corpse of a fallen Marud, enchanting their body to rise up from the grave to haunt their tomb if a looter gets past the traps. While they do act as tomb guardians, they can also become major nuisances, since Drauger like all wild undead, rarely stay in one place for long and venture out to kill. The making of a Drauger is considered a big sin amongst the druidry, as they believe that druids who make these guardians are stealing away the body and soul of the warrior who could have spent their time in the halls of their god. Wendigos Wendigos are terrifying creature which hail from the inner forests of the Father Forest, resembling bipedal stag men with huge claws, a open torso, and a rotting head. Wendigos are flesh eaters, and specifically target sentient creatures but will sometimes cannibalize themselves. Wendigos are rather tall creatures, but normally around 9'0 tall on average, but their true terrifying feature is their near indestructible skin. Despite their fur and skin look like it is rotting, most weapons shatter on their hides and can only be beaten back with fire. Wendigos have a number of terrifying abilities, such as their ability to corrupt the wombs of women to produce their 'children', the Yul'Wendigos. Wendigos can talk and communicate with one another, but often despise and hate each other since they view all others as food. Yul'wendigos, as sentient creatures, can perform magic, and their primitive religion is very similar to the tribal Beryul of Endikigo, as their mages specialize in necromancery. As an added bonus to their horrifying abilities, Wendigos are biologically immortal and can hold grudges against entire families lasting centuries. Yul'Wendigos Yul'wendigos are the corrupted 'children' of the Wendigos, born from the womb which was ritualistically corrupted. Yul'wendigos are born with a need to feast on raw flesh, of any kind really, and have pale skin and glowing light blue eyes. To add to their corrupted appearance, Yul'wendigos grow stag horns from their skulls and become cannibalistic, their need to feed on their own kind eventually consumes them utterly which drives them to madness till they feast. These creatures are born with incredible strength and live far longer. Yul'wendigos are naturally unable to resist the word of their 'fathers' and if they ever meet, become their thralls. Yul'wendigos are used to kidnap humanoids from their homes and hunt for their 'fathers' in return for food. Yul'wendigos who mate will always produce more Yul'wendigos, which is why many do not live to adulthood and are killed, persecuted, and hunted universally by the Noravar. Their only hope for a 'normal' life is to join a the druidry or self-banish themselves to somewhere which tolerates them. Forest Revenants Forest Revenants are cursed guardians which inhabit the forests and even druid groves, being built and maintained by druids. When a warlord or thane of great martial skill dies, his body is possibly taken and tested to see if their warrior soul is still intact. If their blood runs black and thick, then they are supposedly still very much alive according to the druids and his body is used to create a revenant. Magical runes are encrusted on the armor in which plants and insects infest these runes and give the body life, the runes being enchanted to grant them the ability to poison their blades, restore their wounds, and to use the insects which infest them to swarm, push, and even pull their opponents. Unlike Drauger who are said to be stolen away from their afterlife, Druids believe that Forest Revenants are warriors who willingly stay to defend the groves and the druids from the harm of warlords and evil creatures. Forest Revenants were sometimes used by ancient druids to mark roads and to guard them and their pilgrims, and lay dormant and covered in growth till they are interacted with. These abandoned creatures often point the way to long forgotten villages, or become wild and attack those who disturb their rest. Black Rangers Wendigo magic involves a great deal of necromancery, and their most vile creation are the Black Rangers. Black Rangers are the eyes and ears of the Wendigos, being slain and eaten bandits and hunters who's bones were charred black and raised into undeath as skeletal servants. These servants are given a number of powerful enchantments, the most common ability being the Black Rangers being capable of walking in and out of shadows. Black Rangers fire arrows from the shade and can only be identified by their cackles and thumping movement of their skeletal frames. These assassins ease the process of Wendigo necromancers to hunt for their meals, but also act as spies. Normally, their presence often means a powerful Wendigo is haunting the area. Berserker Berserkers are unfortunate Noravar who had fallen under a strange bloodcraze, often formed from a sudden mental illness which makes them become bloodthirsty and suddenly mad. Berserkers are murderers who kill without cause or reason, and become apex predators and slayers. These bandits become detached from civilized society and embrace the wilds as their home, often coming into odd alliances with Wendigos. The reason for Berserkers is often unclear, wether they come into existence by the means of a fungal poison in the Father Forest, or they simply become so stressed that they snap and turn on their own families, it is unknown. Most Berserkers still have a good amount of intelligence and feel regretful and sorrowful when they talk to those they cannot see, but enter a mad silent bloodlust when they see anyone else.
Factions
Black Boots (Mercenaries) The Black Boots are, as the name suggests, a Cesian mercenary company known for their black boots. The Black Boots are Noravar raiders formed from mostly landless Maruds and small time adventurers who hail primarily from the core lands of Cesia, with their home in the capital city of Stromcod. Originally, they were a Polav regiment of underpaid soldiers who fled to Cesia, bringing with them their pikemen tactics and equipment, and trained a new generation of Noravar Maruds. Black Boots are a mixture of polearm experts who use halberds and tower shields, but in addition have their own detachments of marines and marauders. Black Boots are known for their thuggish antics, but are also well known for their iron discipline and their utter disdain for tribal clansmen, who they consider as uncultured brutes and useless in real battles. Hounds of Olavan (Mercenaries) The Hounds of Olavan are a partial religious order and a very powerful group of Noravar Maruds who will take on virtually any conflict, so long as it isn't against the druidry or the Noravar. The Hounds often take only the most skilled and battle heartened, which is often why their numbers are so few. The Hounds are well known to perform religious services and have a druid within their ranks, and will offer their services for free to the Noadam druids and their causes. Maruds join this mercenary order in order to attempt to be closer to their chief god Olavan who will hopefully see their skills in battle and whisk them away to join his hall of legendary warriors. The Hounds are very well known to take slaves during campaigns, with their servants having runes burned into them like tattoos which are said to bind their soul to the Halls of Olavan, and will serve the Hounds for all eternity. Traditionalists Cesia have a very strong political affiliation with tradition and the old ways. When a Cesian says they are a traditionalist, they believe that Noravar traditions trumps the religions, customs, and laws of others. They believe that raids and their warrior culture is crucial and must survive, and take action by building up their clans, having large families, and fighting in wars. Traditionalists believe that war should be used as an excuse to bring glory, not gold, back to Cesia and its people. Most Traditionalists are mostly poorer clans and those who have a strong presence of raiders in their families. Traditionalists tend to have strong opinions, but not most educated ones, and believe that the traditions of Cesia is endangered by the existence of foreigners and invaders. They are strongly opposed to Reformists, who they see as petty ambitious fools trying to kill off their good traditions in favor of useless and trivial things, like education and elaborate court life. Reformists Reformists are the progressives and free thinkers of Cesia, a faction formed mostly to the awakening and renaissance of Noravar culture. Impressed by the cultural achievements of others, Reformists often believe that the Noravar have a primitive attitude towards change, and that Noravar laws and customs need to change to compete with surrounding nations. Many ambitious nobles who see the internal problems of their society often become sympathetic to reformists, but the biggest faction exists amongst small minorities, merchant families, and dwarves. Most Reformists are partial abolitionists, who believe in lessening the restrictions on Beastfolk in favor of incorporating them into Cesia, a idea which is not very popular. Reformists are openly despised and mocked for their attitudes towards change, but find common ground with Expansionists. Expansionists The attitude of a Cesian Expansionist is a mixture of tradition and progress, but most consider themselves outside the petty squabbles of tradition and change. Expansionists believe that the glory of Cesia cannot be confined to it's borders and must expand outward, it must conquer it's neighbors and unite to Noravar, subjugate the dwarves, and enslave the Endikigo beastfolk in order to great a great north empire under Cesian rule. This belief has long existed in the minds of the kings of Causia and Cesia, and still remains popular amongst nobles and their families, but often have no means to explain their desire for expansion. Most expansionists are in favor of heavy handed tactics and change in order to bring glory to Cesia, but also do not believe in abandoning what makes Cesia so powerful and great. Maukshad Merchant's Guild The Maukshad Merchant's Guild is one of the most powerful merchant guilds in Cesia, and is a major political power in the dwarven realms. The Merchant Guild collects tolls which come into the dwarven city of Maukshad, which provides a great deal of iron to the kingdom of Cesia, and for this trade service, they are payed in a king's ransom. The Merchants Guild has a huge presence in most ports and many dwarves as a result have influence over Cesia's tolls and even pulls strings of it's economy. In order to keep balance, the Merchants Guild is formally run by the nobility of Maukshad who paid a huge amount of taxes to the Cesian Kings. The Merchants guild's riches is very well known, who use this vast wealth to keep themselves in power in their home city, pay huge bribes to nobility to expand their reach, and generally to grow outward in Cesia. Council of the Iron Holt The Council of the Iron Holt is a barely legal authority of the Otem enclaves, who hold a political powerhouse amongst their people. Otem normally are a very peaceful and highly cautious people, and rarely seek to use their power to their own ends, but to help and secure their people's future. The Iron Holt holds sway in nearly all Cesian Otem Enclaves and provides guards, services, and representation on the behalf of the Otem communities. The Iron Holt normally have lengthy ties to the various slaver guild and raiding groups in Cesian ports, who bribe them in return for securing Otem who want out of their miserable lives in the enclaves to end up as servants to nobles and not end up being sold outside of Cesia. The Iron Holt is normally often trying to improve the image of their people and prove their loyalty to Cesia in order to garner better rights for their people.
Characters
Thorald Bramsson Titles - King of Cesia, Jarl of Causia, The Beloved Race - Noravar Human Thorald is only 17 years of age, when his father had died from sickness. Thorald was the only child of Ketil Bramsson, and the succession moot chose him to be the new leader despite the pushing and urging of lesser family members who mocked him for his age. Thorald is a strong and able willed man, with a black and long beard and a skilled Marud, having journeted when he was twelve with his uncles in a Far Raid, claiming a young Beryul as his personal slave whom he befriended. Thorald, in spite of his known kindness and dutiful traditionalist ferver, desires far more from his kingdom, and looks to his neighbors to help build up his own name to become a great king.
Gyda Ketilsson - Wife, Queen of Cesia
Bolli Ingjaldsson - A Nauavar traveler and Thorald's Tutor who was originally a slave, and is a good friend of Thorald
Styr Gunnarsson - Spion of Cesia
Kodran Bramsson - Uncle and Marud raider, took Thorald on a journey to raid westward and the two have been close since
Yulf Whitecamp - Beryul slave and Favored, a clan warrior and personal servant of Thorald. He acts as a bodyguard for the king and his family.
Sindri Brond Titles - Lord of Maukshad Race - Dwalam Dwarf Sindri is the current dwarven ruler of Maukshad, having ruled for 12 years since the unfortunate and accidental death of his father, Burovar 'The Strong'. Sindri, before becoming king, worked exclusively with the Maukshad merchants guild, and had helped run and administrate Noravar colonies in Granland. Upon assuming the throne, he had turned his attention far from the economics of his youth and towards the political power of his fortress. While Sindri is more known in the country and by his fellow dwarves to study hard and keep his head in books, his personal tastes is that of cruelty and drama has drawn suspicions and critics from all across his realm.
Myri Brond - Wife, a merchant woman
Kian Fordad - Spion of Maukshad
Kregan Nausit - Patron of Maukshad, a dwarven merchant who personal funds many of Sindri's adventurers for personal gain
Silger Krepp - Captain of Maukshad, and commander of it's legions. He is a deeply corrupt officer and also is in the good graces of Sindri, the two having grown up togeather.
Taurmak Bloodsnow / 'Mud' - A Beryul slave and bodyguard of Sindri, and also his personal enforcer. While Sindri treats him with passive disdain, Taurmak is more or less content carrying out his duties in return for good food and being kept away from his tribe, being a criminal who originally was captured fleeing from a murder he had committed.
Barnolf Vogsson Titles - Jarl of Nauberad, Bane of the Beryul, Wolf of Cesia Race - Nauavar Human Barnolf is the current Jarl of Nauberad, a elder man with a large family a deep sense of personal honor. As it currently stands, Barnolf is one of the most accomplished generals and warriors in all of Cesia, and has recieved many honors and titles. He, with the help of Cesian infantry, overthrew his brother for the throne of Nauberad and stopped a Beryul invasion of his territory. His bravery and skill is often a much desired trait by the people, but as a Nauavar, he distrusts and despises the Noravar and has made it clear of his disdain for their politics and ways. He is a very staunch traditionalist, but shows sympathy for various other causes.
Arnora Vogsson - Wife
Mar Vogsson - Eldest Son
Beinir Vogsson - Son
Vigdis Vogsson - Daughter, and Youngest
Hrok Vebjornsson - A Nauavar druid and personal friend of Barnolf and his family, who aided the Jarl with magic against various foes.
Yaman Ledric Titles - Druid of Naur Gravab Race - Noravar Human Yaman is one of thee most powerful druids to currently exist in Cesia, if not one of the most talented in the last 100 years. Yaman was a young student when he joined the tutorship of a grove of Naur Gravab, and was given a quest by his god which turned out to be a rescue of his mother from the hands of a wendigo, and was told to raise the corrupted Yul'wendigo child as his brother. Yaman in turn has become a very talented druid, and has become boon for the entire country, and is considered a friend and tutor to many of the currently nobles. His witty, charming, and sarcastic personality has made him far more friends then his overly serious peers, and many have come to believe he is the avatar of Naur Gravab.
Iric Ledric - Yaman's younger brother and a Yul'wendigo. Despite being an abomination and hated by the people of Cesia, he serves as bodyguard of Yaman in his travels and as guardian over the grove, but is rather overly reluctant, easily annoyed, and quick to anger.
Arni Asulfsson - A non-magical druid and a recorder of history, he and Yaman were pals under the tutorship of their master, and continued a friendship since.
Arnulfr Ketilbiornsson - A Were-Boar who is bound to the will of Yaman. He was a overly ambitious young bandit who tried to rob Yaman, but was cursed by him. Arnulfr now lives as a meager servant, and is a secondary guard of the Grove, but has a rather submissive attitude towards Iric.
'Gob' - A former man who wished to be turned into a Sprite, having been turned by Yaman into a chipmunk, used as in excuse to get away from a lynch mob who had been after him. Gob, as Yaman normally calls him, is often acting the eyes and ears of the druid.
Old Willow - A rather playful Horned Druid Dragon who lives in the grove and was befriended by Yaman long ago, and acts as his mount and pet.
Yulfad Stagholt Titles - Leader of the Iron Holt Race - Otem Beastfolk Yulfad is the current Otem leader of the Council of the Iron Holt, a simple and honorable Otem who had tried desperately, for years, to secure his people's rights and future while also preserving their integrity and community. He had in his youth sold himself into slavery to escape the abuse of his drunken father, and lived with a noble family thanks to the Iron Holt. While in their service, he grew to appreciate their kindness and became exemplified in humility, but eventually he was no longer needed and was granted freedom and was sent back to the enclave. He has since been a vocal supporter of the Otem and became, rather quickly, and skilled administrator and patron.
Nala Stagholt - Wife, and secondary leader of the Iron Holt
Pela Stagholt - Eldest Daughter
Kith Stagholt - Son
Nauser Waterstride - A leader in the Iron Holt and personal friend
Hoga Stagholt - A young Teusab slave who was passed around various times and nearly ended up in the mines until he was found and adopted into the Stag Holt family, and has since lived in the Otem enclave. Despite his age, he is a skilled warrior and incredibly strong, with it being suspected he had been a deserter of the Teusab war cult.
The Realm of Iron and Blood lies bedded along the coast of the Eastern sea in the north-central realms, with coastlines on the eastern-most quadrant of the Great Salt Lake.
It is predominantly a human realm with several racial minorities, ones of which face great hardships.
The Blood of the Eisenfolk runs red with faith, and they are a crusading people with a nomadic past.
To spill the blood of the Eisenfolk is just only if done in faith, as such they are an incredibly zealous folk with little acceptance of foreign religions.
The government of the Eisenreich is one of feudal ties, but it governs several tributary states enacted and created through religious conquest. The people of Eisen refer to their grand nation as a crusader state.
The people of the Eisenreich are members of the Rhûnic cultural group, a nomadic people from the south who wandered after the passing of their former homelands at the hands of "otherwordly" invaders.
The People of the River Eisen are known as the Eisenfolk, and adopt the religion of the Blood and Iron Church, where they worship the Father of the Eisen, Rhûn, the lord of Metals and Blood, Great Craftsman of the Abyss.
The people of the Eisen speak in akrabrüd, an old language originating in the Southern-most parts of the continent. They adopt a runic writing known as büdabad, a fascinating written language of symbols.
The population of the forest realms and vast flatlands of the Eisenreich have been severely diminished from their past splendor, with ruins of great civilizations encompassing its vast stretches of land. This is due to the war of which the Eisenreich bedded its history upon during their exodus up north.
It houses a population of 7,560,000 individuals, many of which are of the Rhünic culture.
The Hordes, or Armies, of the Reich amount to a considerable 470,000.
The Greater-Magic of Rhûn wielded on the battlefield. The Sword, a Symbol of Rhûn, is prevalent throughout the entire Eisenreich, with palaces and bastions formed and built in its image.
Miesenfrylk (Eisenfolk - Human) The people of the Eisen, descendents of the great people of Myornabralk, the Sons of the Belt, a people of the Southern Deserts. They were forced to flee at the behest of vast armies and legions spawned in hellish lands in the south. Whether their ancient enemy be exterminated or prevalent still, the people of the Eisen have no idea, but they fled during the great exodus to the river Eisen, a mighty powerful torrent of waters originating at the foot of the Miesentûrm, the Tower of Iron, the mountain of which now lies upon their Southern border. They made their home here, through war and conquest waged in desperation against the great kingdom of Tyric, now long since devastated. The father of the river, impressed by these visitors' power and ability, placed his faith in their hands, and such their contract with Rhûn, the father of the Eisenreich, was created. Since then, the people of the Eisen have seen grand campaigns and golden ages, as well as troubled times of foreign invasions. They have pulled through it all, however, and now stand at the apex of their power, dwarfing even the splendor of their former Southern ancestry.
Tyrelbralke (Sons of the Tyric - Human) A diminished and hated folk within the Eisenreich, these are the ancestors of the former kingdom of the Eisen, the Tyric Kingdom. The Tyric Kingdom, meaning the Kingdom of Lords, was a nation of unrivaled wealth and power during ages past, they now face extinction at the hands of the brutal men of the Iron and Blood Church for their connection with the past, and their heretical abomination of a religion known as the Faith of the Lords, or Tyraenakrog. Forced to flee into the vast wooden realms of the Eisenreich's northern most territories, they now live a limited life with little attachment to their past wealth or authority.
Aelfenkrynbralkefrolk (The Half-Elf people of the Great Village - Human) In the eyes of the Eisenfolk, the Half-Elf are a sight of oddities, for they claim descent from the Aelfs of the North yet show no sign of their heraldry. The sight of the elves in the eyes of the Eisenfolk is a hated icon, but the Eisenfolk can barely bring themselves to hate the charismatic and fair people of the Half-Elfs who live in their Northern Protectorates, for they were subjects of the elves, and claim their descent, but are entirely human. They hold a clueless written language of many secrets, one of which remains undescipherable by the greatest of the Scholars of the Eisenfolk and others alike. During the Second Crusade against the Aelfs the Half-Elfs of the Great Village of Uthwënet became subjects of the Eisenreich at the culmination of the righteous conquest. Since then they have faced a new life, one of which is predominated by increasing urbanisation and opportunities to make a fair living otherwise alien to their elitist rulers of times past.
Uthermarcfrylke (Utherfolk - Human) The people of the Uthermarc are a powerful ally at the behest of the Eisenreich. Annexed into the greater realm during the third northern crusade, they adopted well to the culture and languages of the Eisenreich, gaining favour at the hands of the Eisenreich elite. Allowed self-rule at the helm of their Eisenfolk Crusader-Governor. The people of the Uthermarc, the underplain, is a marshland of unparalleled ferocity and difficulty, home to mighty beasts and ravaging weather. The Utherfolk are a barbarian kind with little former care placed in who their territory belonged to so long as their culture could live on. With great importance placed upon beastslaying and "true utherhood", the mark of a true Utherman. Since the dawn of the Eisenreich however, they placed more care into the vaster political landscape of the world, and have since become a far more political identity in combination to their traditionalist approach.
Kragmarcbralke (Sons of the Kraag - Human) The plain of the Kraag was a great realm ruled by a powerful people of sorcerors conquered by the unrelenting ferocity and zeal of the Eisenfolk. With their Mage-Kings now cast into oblivion, the people face a crisis of identity, with their past unity formerly placed only by their true sovereigns. The Domain of Kraag had once ruled over vast lands and a great many peoples, but now they are subjugated and disciplined by the men and women of Iron and Blood.
Aelfwenfrylke (Elvenfolk - Elves) A hated enemy of the Eisenfolk ever since their conquest of the Tyric Kingdom, the elitist realms of their northern border have long since faced ruination at the hands of the greatest of warriors shepherded by past kings. Now they face alienation and repression unthinkable during the ages of their most splendid of eras. Put to the blade by the ruthless doctrines of the Eisenreich elite, extermination seems all but inevitable. In their despiration, they contacted the remnants of the Tyric peoples and entered a desperate contract with their leaders. Now they operate together in opposition to the vastly more powerful state of the Eisenreich in hopes for freedom and independence. Their dream seem all but distant however.
Landtaelfwer (Urban Elves - Elves) During the conquest of the elves, there were those who faced adversity through resistance, and those who submitted to their indomitable new masters. These elves are the latter, and during that time they faced a cultural schism unrepairable in todays climate. Alien to all realms but their own, they now live in secluded districts of the cities of the Eisenreich, predominantly the capital, and make their living through both dignity and despairing work alike.
Halfmannefrylke (Half-men - Dwarves) An industrious and stubborn bunch, a typical characteristic of dwarven identity. They belonged once to the greater dwarven realm of the North Mountains, but had been forced into exile for their unworthy behaviour by their northern siblings. Ironically facing more prosperity than their northern counterparts since their exile, the Half-men have created great industry and prosperity for the nation of Iron and Blood due to their compatability with the strange culture of the Eisenfolk.
The First Crusaders, marching towards the Tyric Kingdom, and towards the river Eisen in hopes of a new home.
Prehistory - Long before there were nations, cities, and even less empires, humans were born from whatever cavernous crawl they deemed themselves as home. During these dangerous times entire tribes and clans often found themselves at the door of death, facing extinction. However one tribe in particular, the Äka, were able to survive in their fights against rival tribes and foreign peoples and races. They built themselves their legend, a legend of a mighty people, and their great king Äka, namesake of their peoples.
However even with their victories they always faced ruin but mere steps ahead, for the great deserts of the south were home to little provisions and supplies, especially during these times. They hoarded themselves around the divine trees in face of this danger, and faced unceasing prosperity. However, unwilling to share this gift with others, rivalries began to form. Especially with the people of Kübäkhaan. This rivalry soon manifested into the everlasting bloodshed, with the two clans ceaselessly facing eachother in combat for sole dominion over the divine trees.
Legends - The archrivalry of the Äka and the Kübäkhaan would lead to thousands of deaths at the foot of the divine trees of the past era, being one of the first peoples to wage war in the entire world. These wars were nothing alike to the conquest of the modern era, however, for they were savage and brutish. Bestial and unchivalrous, lacking in appetite or finess, with 'swordmasters' using wooden clubs and 'knights' wielding the mighty weapon of the stone.
This past era however came to define the future usage of words, their meanings, and the cultural foundations of the descendents of the Äka, the Eisenfolk, however their story lies yet in the future. The war between the Äka and the Kübäkhaan led to victory under the visage of the King of Äka, Aka himself. Whether he lived for thousands of years, or his descendents bore the same name is one of several mysteries belonging solely to the past, however through his victories, Äka stood dominant amidst the divine trees, the people of Kübäkhaan exterminated in absolute ruthlessness whose purpose had been forgotten over centuries of bloodshed.
With this gift of the trees the Äka prospered, built settlements out of the hardened sands, creating tradition and worship surrounding the divine trees, and living off of their seemingly endless bounty. This age of joy would soon end, however, for in the greed of humanity and the Äka, would see the divine trees felled and great cities erected in their place. These cities faced initial prosperity, but would soon have to be abandoned for a life of a nomadic people as their food supplies from the trees ran thin. They fled their great cities and sought oasis after oasis in hope of survival. They remained firm in their ways and survived through sheer force of will along with their physique and well-adapted bodies.
The cities of which they abandoned however, saw new vistors, the long-thought dead descendents of the mighty Kübäkhaan made their home and brought with them strange knowledge of cultivation and worship. They turned the sand-covered cities of the Äka into truly prosperous settlements once again, all the whilst the nomads struggled their ways through the many trials of nomadic life.
The Scouring -
The Legions of Legend, Golden Soldiers of the Atraic Empire.
It would not take long before the ancient war of peoples would rekindle the flame, the one disadvantage lied however on the people of Äka, long since adopting the name of the Myornabralke, for they were cut off from all outside influence, and thus remained ignorant whilst the Kübäkhaan, now known as the Atraici, revelled in their domineering insights. Their cities became golden, whilst the golden dunes of the desert scraped the flesh of the Myornabralke off of their formerly prestine mortal vessels.
The faith and worship of the nomads saw no fruit fall at their feet, and their former zeal was long since diminished as they waded helplessly along the desert wastes. Their culture warped and their minds disturbed by the endless exodus. It would prove no advantage to them as they were beset by incredibly vast legions of gold and silver, demons of the dunes, who slaughtered their kind and forced them to flee endlessly and without vision or hope.
These desert demons were the Atraici, one of the first great empires of Ophad. Warped by their unconditional contract to divinity, their minds and bodies were changed, and their personalities warped for the sole purpose of eliminating the descendents of Äka. Now an accomplished task, the Emperor of the Atraici would hunt the Myornabralke to world's end, and so his and his descendents' war against the helpless Myornabralke would see endless deaths on the side of the Myonrabralke with none whatsoever on the Atraici whilst their enemy fled from the Desert world.
Having accomplished their task, the sovereign of the Atraici faced his vengeful and cruel glare to other peoples in the desert, subjugating and exterminating them without mercy.
All the whilst the Myornabralke made their way up north.
The Settlement - It would take centuries before the Myornabralke found their new home, but once the discovery was made, of a fruitful and bountiful land centered around a mighty river they named the Eisen, their gazed would be forever fixed upon it. As if bewitched by its glory, the desperate people waged a conquest of desperation, one of which they would name the Kreusekrieg, the Crusade. Whilst this name, built around the word Kreuse and Krieg, meaning desperate war, would see a widely different use in the future, it was based upon this truly legendary event.
For seventeen years the warriors of the Myornabralke would see their nature change and distort as their desperation would see ever-changing boundaries as they faced a truly superior opponent in the Tyric Kingdom. However, in their war they gained a new admirer, one of which would play unparalleled importance in the history of the Eisenreich. This admirer was Rhûn, the Lord of Iron and Blood, Great Craftsman of the Abyss. He placed the conditions of his contract at the feet of the Crusader-King Kraafh Myorn in the runic scripture of the ancient Äka, one of which remained dominant amongst the Myornabralke yet to this day.
King Kraafh, faced by unceasing death and hopeless odds accepted the terms of the contract and initiated a cultural change that would see the Eisenfolk prosper under the code of Iron and Blood. Having spilt the blood required for the God's interest, it was now the duty of the God to place upon them the gifts of iron and metalurgy, the power of steel and plate, the might of forging and creation. With this new discovery the bond of Iron and Blood was forged, strenghtened by the ceaseless resolve of the Myornabralke. Wearing their new titular name of the Miesenfrylke, the Iron Men, they crafted great weapons and armours in demonic rituals who would see even the most hardened of foreigner screaming in fear. Their contract with the Abyssal Smith was complete, and their duty to spread the faith was now engrained in their bodies along with increasing power and a will of steel.
With these weapons of doom they placed the once grand kingdom of the Tyric into ruination, and subjugated the local peoples with a power and authority previously unseen and yet still unequaled by any people or individual who had placed their feet on the grounds of the earth.
With their acquired land, and subjugated workforce, the cities of the Eisenfolk, and the Eisenreich, was established in earnest. The capital of Eisentürm, named in the honour of the mighty mountain in the South, was placed in the very waters of the ruthless torrents of the river, a testament to the resolve of the Eisenfolk and their devotion to Rhûn. From the completion of their grand city and monument, their eyes placed outward, and saw many villages and cities fall under the Iron Banner. During an era of extermination and settlement, the Eisenfolk murdered millions and placed their own settlers in their vacant homes.
The Establishment - Now having settled the lands and having begun the true population of the realm, the eyes of their King were placed on the true establishment of an empire once more. A task only sought by the men of legends past, Kraafh Myorn saw it upon himself that he would be the first ruler for millennia to establish a true nation of peoples, and the first ruler of a Rhûnic Nation. Through the use of Iron and Blood, extermination and gifts alike, he created a true government apparatus centered around the nobles of ancient lineage, and the Generals of the Crusade.
He founded, most crucially, the Blood and Iron Church, a strange religious institution of Abyssal-Smiths and Forgecasters who had recieved the gift of Iron directly from Rhûn. Through their hellish creations they established authority and obedience amongst their subjugated subjects, and mighty and hope amongst their kinsmen.
These were few of many accomplishments that the First King would deliver, and few of several creations that he would create during his century of rule.
The Era of Conquest With the nation established by her predecessor, Queen Elise-Luthria Myorn succeeded King Kraafh's throne of Steel, and brought into being an era of conquest and expansion. The faith of Blood and Iron Church would see new heights, and the Eisenfolk would revel in a rekindled pride in their citadels of steel. With cruel machinations and constructions they invaded the northern lands and extended their southern borders past horizons old and new.
New methods of war were devised by the genius of the Warrior-Queen, Hierophant and Knight-Monarch of this new Empire risen from the ashes of past nations. They built vast cities upon the ruins of recently ruined cities, burned the corpses of their enemies in the kilns of their demonic workshops. They saw new inhabitants, both welcomed and dispised in the wake of their new conquests. They benefited and profited off of their bounties recently claimed.
During the most fair reign of this truly Iron Queen, Elise-Luthria, the fledgling nation of the Eisen truly claimed its place and accomplished its desires; it crafted a most prestine creation, an Empire of peoples; an Empire built in devotion to Rhûn.
This Iron Banner, created from the black pits of the capital Eisentürm, the one who would stand victorious over endless corpses of nations, would sway in its arcane might as the steel threads of this mighty flag saw the sun kneel before it.
This Iron Banner brought night to the ceaseless sun, dark smoke to the golden glow of prosperous realms. It brought a Demon-God to the worshippers of Hope and Light, but most importantly. It brought faith and desire, goodness and accomplishment, justice and order to the people of the Eisen.
Whilst they stepped on carcasses, they enveloped themselves in the goodness that they had taken, stolen, from others. The Blood and Iron contract made manifest.
The Modern Era - Having conquered, stolen, and razed many nations and subjects from their homelands, the great workshops and machinations of the Eisenreich screech tirelessly from their cities and haunt the dreams of their neighbours. Their gaze is a most feared object in the hearts of northern nations, and the southern realms sit aching, waiting for this Iron Giant to launch its maws at their borders.
The Crusaders of the Iron Realm are eager, the Church is ready for new worshippers, and the Iron Monarch Mars-Luther is amongst the greatest of monarchs to ever reign over the nation. With world-leading industry, and religious fervour alike, the world lies open for their grasp, and their marches and protectorates stand stalwart.
The Vast Cities of the Eisenreich dislodge the foundations of which they are built upon, leading to monstrous cavernous settlements extending seemingly endlessly into the surface.
The culture of the Eisenfolk is a strange artifact of both ancient and alien influence alike to the sight of foreign onlookers. Celebrating the night, as opposed to the sun, revelling in bastions made from steel as opposed to wood and stone, and burning willing sacrifices to fuel their infernal workshops to full effectiveness, there is truly nothing relatable to be found with their neighbour in this dark land. This is just what the Eisenfolk desire, for their hostility towards foreign cultures, but more especially their foreign religions, leads to their mystical appearance in the eyes of others. They sleep during the night, just like most other humans, but not due to fear, but due to safety. The night symbolizes the time of which Rhûn watches over them, so they sleep because they are protected.
Sacrifices are common within the culture and nation due to their blind worship of a particularly ruthless and dark God whom seems ever-hungry for power. This contract is believed fair by the Eisenfolk however, and offer up themselves willingly to their patron and 'father'. Due to this patriarcal view of Rhûn, the common cultural adoption of patriarchy is absolute. Few women ever see power in its true form within the Empire, with few, but great, exceptions.
Subjugation of peoples, better known to the world as slavery, is also common. Vast slave-forces build ceaselessly as the ambition and desire to create runs endless in the willful folk of the Eisen. It is believed by foreigners that each crusade is fueled by a depleting supply of slaves, however it is not entirely the case, as regular people often assist the slaves in the erection of newer, greater monuments and buildings. Nay, the crusades against foreigners is fueled by something simpler, more arbitrary, and that is the will of the Iron Monarch, the Knight-Sovereign of the Eisenreich, and the Hierophant of the Blood and Iron Church. What their will is swayed by, however, is largely unknown.
Feasts and celebrations are always performed during the night, as well as the dark rituals of the Rhûnic faith and the traditions of the Blood and Iron Church. This is due to their great faith in their patron god and patron-deity, one of which distorts their personality and mentality from the norm of most of humanity.
They worship the art of smithing, creation, and the sanguine divinity of blood and the darkness. Their trade surrounds mostly this aspect, with blood being a central commodity and highly expensive luxury item often purchased by the high-nobility of the Eisenreich. Products forged from iron, hardened into steel, or refined into plate, is found in an overflow, often being smuggled by other nations out of the Eisenreich due to its prestine and commonality.
Several holidays exist within the Eisenreich in addition to regular celebrations such as birthdays and weddings. Each Crusade becomes a holiday, celebrated on the day of its initiation, with the War of Desperation being especially celebrated. Rhûn is also celebrated greatly, especially in relation to the seasons, as well as the Blood and Iron contract. Such a celebration is performed by the cutting of one's flesh, and the exsanguination of one's blood into the river Eisen, an offering to Rhûn.
Each Black Pit, the abyssal forges of which the demon-smiths of the Blood and Iron Church create their diabolical machinations, is regularly improved by the burning of willing sacrifices in their Kilns. With each soul sacrificed, their forge becomes more powerful, and their power also increase, leading to greater creations, and improved arcane technique.
The Dark Mask, a prevalent symbol amongst Eisenreich nobility. It is supposed to channel Rhûn's entity through them, and are used as a sort of protective charm.
A overview on the military of the nation from it's most common soldiers to it's most elite legions, along with a brief examination of navy, ship types, recruitment, and organization.
The armies of the Eisenreich are proportionally small in comparison to its vast size as a nation-state, yet not entirely underwhelming. This is mostly due to the quality of their mainline soldiers and military forces. Whilst they wield a mainstay of slaves as a form of meatshield, the Eisenreich army does this to later close in with their elite melee elite forces. The Eisenreich has mages, but these mages are unlike most other form of magic casters, as they are siegemasters and creators; wielding metalurgic magic to form swords, spears, and axes (etc.) and hurl it at their enemies, all the whilst wielding their own personal weapon to slay individual, or groups of soldiers.
Organization - The organization of the armies of Eisenreich are doubly layered, maintaining both professional elite regiments or orders who swear fealty to the Blood and Iron Church, and also conscripting levies from zealous villagers along their crusade. This is due to the fact that the Eisenreich only wages crusader-wars, this is due to their zealous faith and the belief that only blood of an Eisenreichian may be done in zealous purpose. Each Army, or Horde, is assembled by a Eisenkaiserliche Feltherr, or an Imperial Field Lord, a warrior-noble chosen by the Iron Monarch themselves. These lords swear fealty to the Blood and Iron Church, which is subservient to its lord, the Hierophant, who is also the Iron Monarch, who only answers to Rhûn. It is the purpose of the Field Lord, or Black Lord, to create an army through whatever means they deem necessary, to provide forces for future crusades. Each Crusade is lead by the Iron Monarch, who wields the title of Black Herald of Rhûn ceremonially during crusader-times. The Black Herald commands each individual Black Lord strategically through the Iron Court, a royal court which only exists during war-times, whose purpose is the creation of military grand strategy and tactical developement.
Hierarchy - The armies of the Eisenreich is divided amongst numerous ranks with gradually increasing authority in the actions of the grander military organism of the Eisenreich. Something important to note is that the military organization is a religious entity loyal to the Blood and Iron Church, and operate through it. As such, war is a religious exercise in faith, and is done with zealous intentions to please Rhûn. This act of faith is lead by the Black Herald of Rhûn, the Iron Monarch of the Eisenreich. Beneath him is the Iron Court, the collective entity comprised of individual Black Lords who are the ones who wield each individual army. Each army beneath the Black Lords are distinctly different, but follow the same hierarchical outline created at the very dawn of the crusader history.
Fältermarschalke, or Field Marshals, are the second-in-command to each Black Lord, and wield vast power within the individual armies. Lording over sub-armies, or Miltherde (Vassal Herds). The Field Marshals, referred to as Steel Marshals, comprise the Steel Court, which is the Black Lords' military tactical developement organ used to develope tactical movements during localized battles or field engagements.
Knechterherr, or Knight-Lord, are subservient to each Steel Marshal, and act as their vassals. The Fältermarschalke is a a feudal duke, with each Black Lord acting similarly to an archduke. The Knight-Lords have a similar authority comparable to Counts, and as such are referred to by outsiders as the Iron Counts. These lead individual troops on a tactical level, as opposed to the otherwise strategical authority of the higher-ranking authorities. As such, these are usually the only form of nobility seen on the fields of battle.
Reichteknechter, or Righteously Royal Knight, are the highest tier of Knights without being true nobility. Each title of authority within the Eisenreich is titular and can be granted to anyone, however the Iron Monarch seldom grants the highest of offices to rabble, even if Eisenfolk rabble. Each Knight leads an individual force of warriors.
Gleureknechter, or Glorious Knight, is the second highest tier of knighthood within the Eisenreich without approaching nobility. The distinction is ceremonial and given by distinction, however they do not operate any military forces superior or inferior to other knights.
Feursteknechter, or First Knight, is the lowest tier of Knighthood within the Eisenreich and is a distinctional title acquired through effort and accomplishment. Each knight is given riches and authority within the military hierarchy, but do not wield vast strategical authority, only gaining tactical authority during the time of actual combat. It is their duty to perform orders given unto them by those of higher authority.
Landtesoldner, or Field Soldier, are those who are given authority over two groups of four-men troops. Twenty Landtesoldners are fielded under each Knight. The authority of their office is granted unto them by their Knightly masters.
Marcsoldner, or Plains Soldier, are those who are given authority over an individual troop of four men. Each Marcsoldner is given authority by their Knightly masters.
Roster - Rhûkereiden-Schmedt vant Rhûn - The Abyss-Smiths of Rhûn comprise the entity of the Blood and Iron Church's upper echelons. Unparalleled warriors of might and magic, these warmages wield their black magics on the battlefield to great effect.
Rhûnische Knechterlische Brudtherhûd derk Skalleschwerdet - The Rhûnic Knight's Brotherhood of the Skullsword, is a legendary force of almost mythical status within the Eisenreich and even throughout the continent. These cavlarymen are brutish in their approach, slaying thousands throughout their history, and wielding mighty lances of war imbued with the apocalyptic magic of Rhûn. Comprised entirely of mighty Mage-Smiths endowed with their own armour and weaponry, the Knight's Brotherhood is a force of legend.
Rhûnische Kaesarlische Unterhesse Knechter - The Rhûnic Imperial Dismounted Knights are the Iron Monarch's own personal guard, employed in the royal palace and throughout the Reich dispatched on personal imperial missions. Recruited from the mightiest of Knights throughout the Reich, and beyond, these employed Knights are taught the sacred bond to the point where no other existence, beyond the bond, exists within these hallowed knights. Sometimes known as the Abyssal Guard, their renown and ability are epic to say the least.
Schwartzerknechter vant derk Meisenrecht - The Black Knights of the Eisenreich, powerful combatants and skilled swordsmen, they wield their greatswords whilst clenshing the ground with their heavy iron boots. So great is their skill, that they are even able to wield their colossal blade with one hand whilst employing the use of their iconic steel tower shields.
Unterknechter vant derk Meisenrecht - Lesser Knights of the Eisenreich, a far more common variant of the Knights of the Eisenreich, these lesser knights are equipped with powerful equipment, armed with sword and shield. They wear a great helm with a symbolic representation of the Iron Crown, the symbol of authority and power wielded only by the Iron Monarch.
Untermarceknechter Bästeslagter -Uthermarc Beastslayer-Knight, heralding from the marshlands of the Uthermarc, bringing to the Eisenreich the arts of beastslaying and savage warfare. These warriors were given arms and armour in show of faith for their devotion, and given the gift of murder to perform during their time as warriors for the Eisenreich. With this gift, they bring skull and bones upon any settlement they wage war upon.
Schwartzerkrieger - Black Warriors, the mainstay of the Eisenreich warriors, these men of dark cloth and suits and weapons of iron and steel, bring to the field of battle their zeal and faith, their skill with blades, and their will to destroy all who oppose their righteous quest.
The Blood and Iron Church has many followers, the ceremonial garbs of which place fear in the hearts of non-Eisenfolk.
The Iron Realm The Eisenreich adopts a government form of which names the nation itself, and defines the people throughout. It is an absolute monarchy with linear succession based on the oldest of the reigning monarch's children, be they male or female. The Iron Monarch then places their faith in their subjects, divying out duties to their subjects to perform justly.
Each title can be destroyed or abolished, renounced and reduced, by the will of the Monarch. Should they, themselves, deem it upon themselves to rule over everything within the realm, then they can do so with absolute authority.
The Monarch stands as the absolute hierophant, the rule of the church and religion, answering only by their divine mandate to Rhûn, of which all their authority is based. Rhûn is able to place his will upon anyone, and they will be given absolute ability to rule over the Iron Realm without question.
At present, the nobility and administrative powers are as follows, ranked based on their absolute authority:
Meisenkaesar, or the Iron King, the Iron Monarch, or the Iron Emperor, is the absolute authority within the Realm. All power in the mortal realm stems from them, and all can be renounced at will.
Kreuserherr, or Cross Lord, sometimes referred to as Crusader-Governors, are subject rulers of protectorates and marshes who answer solely to the Iron Monarch and the Blood and Iron Church. These territories follow a similar, albeit unique, hierarchy based on cultural customs, and operate semi-idependently from their overlord, waging independent wars and conquests, whilst tributing to the greater dominion of the Iron Realm.
Knechterherr, the Knight Lords, are the second administrative ranking, dwarfed only by the Field Marshals and the Iron Monarch. Unlike the Field Marshals, however, the Knight Lords are given their own administrative districts to rule, whilst the Field Marshals are granted territories of which they may recruit.
Allesknechter, or All-Knights, is the universal term for all forms of knighthood. Each Knight is granted dominion over a single city or village of which they may administer.
Rhûn, the Abyssal Greatsmith, Lord of all Metals and Marshal of the Sanguine.
The Blood and Iron Church plays a dominatingly essential role in the regular society and life of the Eisenfolk. Whilst this may seem overbearing and threatening in the eyes of those whom do not follow the faith of the Eisenfolk, they themselves encourage religious predominance in their society. For reasons beyond reasonable, the Eisenfolk revel in the exchange of emotions, such as taking fear from those without joy, and swallowing joy with those without fear.
This darwinian social interaction is based on social dominance and domination in the social setting, because each Eisenfolk is emotionally empowered if they overpower someone else. Through the church, they are able to dominate an immense amount of nonbelievers, thus gaining faith and happiness.
This is believed to be through the influence of Rhûn, known by foreigners as the Inverted One, for his ability to invert the nature of peoples, and 'bless' them with powers beyond their fathom. This is said to have happened to the people of the Eisenreich. Nevertheless, the actual Eisenfolk care not for what truth may be, they care only for their wellbeing.
For they have always been and will always remain, a willful people. Bent on survival.
However, whilst some aspects of their culture remain, others have changed drastically. As such, their contract with Rhûn did change their destiny forever.
However through this worship, they gain insight otherwise unconsidered, knowledge not yet discovered in the realms of metal, and strenght previously unsought from the might of their blood. Through sacrifice and willingness, they acquire power to increase their might.
Mages sacrifice their own, or others', lives or blood in exchange for power. This is a welcomed exchange in the blind eyes of the zealotry of which the Eisenreich resides. There were those of the true folk, however, who did not welcome this most privileged exchange. Those were the Khaanafrylke, the Khaanites. The Khaanites remain a people of the Rhûnic lineage, but have been severed, intentionally and not, from the rest of their kin due to their lack of faith.
The economy of the Eisenreich made manifest; a bloody affair lacking finess and civilization. The dark ritual of purchases is done in blood, as opposed to with coin.
The lands of the Eisen and surrounding area are rich with minerals and inedible resources, however the flowing tide of the mischievous river flow inadequately to support long-lasting crop farming. Therefore hunting takes center stage for food and provisions, with the torrents of the river Eisen standing for the water consumption necessary to sustain humanoid life. For the noblekin, however, this watery substance remains inadequate, for whatever purpose, so the consumption of blood acts as the main refresher for those wealthy enough in murder may yet still sustain themselves.
As such, crime is prevalent within the Eisenreich, but it is not seen as crime in its most common and conceptual form. No, it is instead a religious ritual, the taking of lesser life, where the one consumed is weak, and the consumer is strong. It is a common occurence amongst the Eisenfolk to adopt ritualistic cannibalism, done in honour of the glorious abyssal smith itself. The Iron Monarch, as deemed pseudo-divine by the eyes of their subject, is granted the free right of murder, an unlimited privilege allowing them to consume any man or woman, no matter position of power, or religion. This is a ritual made in honour of Kraafh, who ate the defeated king of Tyric during his march of victory.
This strange custom creates the prevalence of slavery and its trade, with most slavery rings centralizing in particular around the Eisenreich for the purpose of cheap glory, consuming the flesh of the weak for a meager sum of irrelevent currencies. For this purpose, coin circulates actively around the Eisenreich, even though it isn't used to barter. The Eisenfolk instead purchase their foreign goods without care for its price, as the concept of civil trading and bartering is utterly foreign to these peoples.
Those whom do not follow the religion instead utilize this custom to take advantage of the money-throwing habits of the Eisenfolk to purchase foreign wears at a more reasonable price, supporting their anti-eisenreich causes. The Tyric people, those that remain, and the elves, are especially skilled tradesmen and tradeswomen, having adapted this trait out of mere idealistic and religious necessity. Most of the hidden rebellion is therefore funded out of the coffers of slave buyers, a necessary evil in the eyes of the idealogically blind.
Territory within the Eisenreich, and therefore in their lesser states, is a haphazard, yet somewhat organized administrative mess. Each region being governed by a local overseer, with several regions standing tribute for the regional military development lead by their distinct Dark Marshal.
At present, the Eisenreich consists of 12 larger cities, five of which take considerable presidence over their lesser subjects. These cities are granted the honorary distinction by the Iron Monarch as Grechtestaater, or Greater Cities. They recieve numerous distinctions that make their power within the greater reich more prevalent and obvious within the eyes of an Eisenfolk.
In addition, the Reich also has authority over five seperate protectorates, of which the greater state of Eisenreich recieves resource tributes and whatever aid deemed necessary by the Iron Monarch. There has yet to be any form of rebellion against this iron clad obligation due to the absolute authority of each protectorate is placed on the shoulders of a Crusader-Governor loyal only to the Iron Monarch and the greater Eisenreich and the Eisenfolk.
Greater Cities - Greater territorial urban settlements given specific distinction by the hands of the Supreme Authority. Eisentürm - Lord Eischtyr Pentrad. Tryr - Lord Yrmer Aelfslagger. Kësaar - Lord Kraal Macht. Myrn - Lord Meüsr Urd. Kraap - Lord Grüscht Draaker.
Regions - Undefined reaches of land designated under the authority of the Marshals in question, without interference from the Supreme Authority, and dictated beyond the reach of lesser local authorities. Ortemarcer - Marshal Trekt Reikret Grechtermarcer - Marshal Orten Krüss. Kreusemarcer - Marshal Trüberrecht Thûrn. Rhûnelandt - Marshal Allemarc Tôôr. Kaesarmarcer - Marshal Gleurchte Rheen. Alletslandtsmarcer - Greater Marshal Körper Meûseer.
Crusader States - A pseudo-arbitrary territorial region operated by a locally Supreme Authority answerable only to authorities greater than them for purposes of easier protection and spread of the Rhûnic faith. Uthermarc - Crusader-Governor Maleryck Lyrt. Rhûr - Knight-Governor Ryscht Brotter. Grëchten - Crusader-Governor Adelbret Haater. Krecht - Crusader-Governor Marecht Krygg. Mürr - Crusader-Governor Graaf Thyreen.
Eisen - The Center of all things Eisenreich and Rhûnic, the river Eisen is one of divine and holy significance. The place where their God is said to inhabit, the capital of Eisentürm was built on its rapids and hazardous waters at the cost of a great many souls in a brutish show of dedication and faith. Now the Iron city stands as an icon for all of the truly faithful, home to the Black Pits of their most holy sites, embedded deep under the bedrock, cavernously dug into the surface over the passing of centuries. The abyssal forges now utilize the power and force of the river's sonic waterflow to power their hellish inventions of which they use to craft their otherwordly constructs.
The River has its origin in the southern-most mountain whose name was chosen as the capital's, a towering colossus of rock and snow, the mountain stands almost alone, with another peak as its neighbour reaching half of Eisentürm's height. From its frozen peak intermittened gusps of unbearable heat find their way, leading to the snow quickly melting, and freezing in unceasing repetition, thus giving the river's further flow a chaotic pattern.
Inremarc - The most central area of terrain is known as the Inner plain, or Inremarc. This territory is dominated by flat surfaces with an interval of deep crevaces holding their origination to the first forming of the primordial river Eisen, as its flow has changed drastically over the passing of eons.
Found most prevalently in this region, aside from flat lands and forests, are the ruins of fallen nations. Not only those left by the Tyric Kingdom, but also those even older than Eisenreich records recall, home to unknown peoples of ancient ancestry uncatalogued by the marinette-scholars of the Eisenreich.
Yttermarc - The distant lands beyond the inner plain are known as the outer plain, or Yttermarc. This area is far denser in forestry, being distant from most forms of the Eisenfolk's civilization, or civilization of any kind. These lands were once home to the ancient forest-loving elves, those elves who disdain the far more 'modern' statesmanship that past elven civilizations adopted. As such, the lands act as refuge for outcasts for centuries, making it no different at the present date.
Home to the rebel cabals who wish to avoid the watchful eye of the Blood and Iron Church and its vengeful ways, these lands act as the home to idealists who desire nothing more than to ignore the extremes of their present situation.
Uthermarc - A territorial boundry distinguished not for its protectorate area, but for the terrain features of the marshlands, this area is home to the most wild of beasts perhaps even across the continents. These beasts, equaled in ferocity only by the brutish people who inhabit its boundries. The geographic area of the Uthermarc stretches across the boundries of the Crusader State, inwards towards the outer-center of the Eisenreich, and further northwards. A large area with curious origins.
Thaalmarc - The furthest northern bounds of the Empire's influence stretch across the Thaalmarc, or Pine Plain. This is a forest area stretching vast distances. Covered in snow most of the year, the region is home to two seperate crusader states and the northern-most areas of the Eisenreich, giving unique issues having to be handled by its local rulers, as the Iron Monarch sees little worth in the solving of issues of lesser peoples.
Sollermarc - The southern-most influences of the Eisenreich stretch over the Sollermarc, or Sunny Plain. A temperate and desert landscape dominated by the states of Krecht and Mürr. Vast desolation intermittened by dense rainforest define this landscape. Whilst it should be a familiar environment to the Eisenfolk, cultural and traditional superstitions makes any southern land or realm an unlikely trip for any free-willed Eisenfolk, leading to the area being home to fortresses and little else. The sparse populace is a plus for those stationed there, however, leading to little difficulties in the acquiring of rare necessities all the more easier.
The Sollermarc is home also to the Rhûnic Order of the Dark Star, a religious order that operate the Crusader State of Mürr. They follow the belief that when a great monarch acquires the throne, the crusades will no longer flee northwards, but lead towards the Southern lands, towards the home of the ancient Äka and thus, per automation, the ruination of the ancient enemy.
Traltermarc - The western shores of the Eisenreich and its subject states and peoples are known as the Traltermarc, or the Salt Plain. A dune-infested strip protected by dangerous waters and layers of forestation on its land border. Home to the past realm of Kraag, this area used to house the great cities of the Mage-Kings, but during the Sorcerer War, their cities were leveled and the bodies of the kings were buried into its soil. It is said that this great fall, from the emerald heavens to the abyssal underground, allowed the hollow forests dominating the Traltermarc to grow tall and well-fed. It is the home of beasts and lesser men: ancient slaves turned feral as the passing of time furthened. The arcane abominations of the Mage Kings also wander the hollow woods, said to guard the graves of their long since fallen overlords.
Österlandt - The Eastern shores, the Österlandt, is a flat landscape of increasing elevation. An unnoticable increase of height from west to east, ultimately leading to the large dagger-like cliff faces that define the eastern land bordering the sea. The Östervall, or Eastern Wall, protects the old landscape of the center-continent from any would-be invaders across the eastern route. To pass into the Eisenreich from the eastern sea, one would either have to follow the Eisen against its ravenous flow, or mount the sides of the eastern cliff face and ascend its heights, both of which are arduous tasks beyond the expectation of ordinary mortals.
The Banner of Rhûr, identified via the religious center-symbol, the Twin Wolves (a symbol of the Blood and Iron contract), and the insignia of its Crusader-Governor, Ryscht Brotter.
The Iron Realm is divided both out of choice and inadvertent schisms. Through the barbarous actions of the Eisenreich it has created many foreign enemies, both of fallen and persevering realms alike. The elves and the Tyric peoples are a central icon of this inadvertent division, as these rebellious groups operate beyond the visage of the Eisenreich and its lawful inhabitants. Their existence is not a foreign concept, but their actions lie enshrouded beyond the reach of their oppressor. There are many other cabals of rival peoples in direct opposition to the desires and will of the Eisenreich and its Eisenfolk, but the Brotherhood of Lords and Elves, or the Tyril Morde Uthwërii Adi, is the most successful amongst them.
Tyril Morde Uthwërii Adi - The Brotherhood, or Siblinghood, of the Tyric peoples and the elves, is an old relationship forged during the dusk of the elven era in the Mitterlandt, or Middle Realm. During this trying time, the elven ruler-caste localized willing cooperatives amongst their iron rivals, those being the ancient outcasts of the Tyric peoples. Bonded by an unseperable oath, these two races now fight to dethrone the iron giant from its throne through whatever means deemed necessary.
Miensenrüm - The Iron Court, an alliance of Warlords distinguished for their mastery of the Iron Way of War, these Warmasters are unified by their bond of war, both in peace and without. An alliance of powerful individuals unequaled by all except the Iron Monarch, this faction has great sway over the nobility and their decisions, dividing the sub-factions of the nobility distinctly based on conflicting interests or unified decisions made within the hallowed halls of the Warshrine, the monolithic tower upon which the Imperial Court of Iron resides during its assembling before and after a crusade.
Grechterfrylk - The Greater Folk, or Greater People, are the faction consisting the nobility within the Iron Realm. It is the unified center for ideological and political discourse amongst the administrators of the Eisenreich. Interestingly enough, the Faction Quarters are unvisitable by the Iron Monarch, by order of the Iron Monarch themselves. Through some form of moral display, or grand political strategy, the true purposes of this particularly distinct decision remains unknown.
Miesensvärde - The Ironsworn, loyal subjects of the Iron Monarch, are the religiously loyal practitioners and subjects of the Iron Realm and its influence. Followers of the Hierophant and Monarch, these consist of the majority nobility and a sizable portion of the Reich's total population. Expected amongst the Eisenfolk, some loyalists also harbour different ethnic identity than those of the Eisen, most notably the dwarves who inhabit the land, as well as the Utherfolk.
Kreusesvärde - The Sworn of the Cross, or the Cross-Sworn, are the loyal subjects of the Eisenreich's satelite states. Whilst they often stand for a minority amongst the Iron Realm's outpost-nations, they inhabit the higher echelons of authority, allowing the safe operation of administrative and religious practice for would-be Eisenfolk settlers. Kreusesvärde are defined by their foreign uppbringing, as thus a Kreusesvärde may never attain the status of a Miesensvärde except through honourable distinction by knighthood. The division of these peoples are done through the enacting of socially seperative laws.
Miesenkreuserüm - The Court of the Iron Cross, a unified court assembled initially through social cooperation between Crusader-Governors, the Iron-Cross Court has since then become the haven for unified and planned aggression and the spreading of faith. An exclusive group of individuals, only the Crusader-Governors and their Overlord may discuss within its secret halls.
Rhûnische Brutherbandt - The Rhûnic Fellowship, a landless order of zealous faithful who cross the realms of foreign and familiar faiths alike to spread the message of Rhûn. Often regarded as an exceptionally well-equipped band of highwaymen by foreign eyes, the brutal deeds and their messages are often defined by their inhumane remains left after the conclusion of their religious practices. Whilst the faith garners little foreign support, it is not unheard of for villagers to go missing in combination with the passing of this "noble" fellowship.
Rhûnische Knechterlische Brudtherhûd - The Rhûnic Brotherhood of Knights is a religious institution centered in Mürr. Acting and functioning as the ruling caste of the religious order that owns the Crusader State, the Brotherhood is well-armed and supplied by the personal coffers of nobility from their homeland. Suppliers and operates of the Grand Vault, the Brotherhood of Knights is the supplier of most of the "Sanguine Drink" consumed by nobility across the Eisenreich.
Grechter Kabaal vant derk Freischenheit - The Greater Cabal of the Free and Fresh, a secretive organization of like-minded idealists within administrative authority throughout the Eisenreich's many domains. This small, but essential anti-governmental organization is half of the reason why the anti-establishment efforts are swept in thick veils. Whilst independent from any other rebel cabal, these men of authority have, through some mysterious method of conversion, become sympathetic to the cause of the freedom fighters, all the whilst gaining less and less faith in their Rhûnic faith.
The Dark Herald of Rhûn, Iron Monarch and Supreme Hierophant of the Faith.
Mars-Luther
Rêschterrhûn
Meisenkaesar vant Meisenrekt Iron Monarch of Eisenreich
Born of the river itself, Mars-Luther was discovered by the then-reigning Sovereign of the Iron Realms swept by the torrents of the river Eisen's rapids. Seen as a manifestation of the will of Rhûn, Mëfter Rêschterrhûn took the child as his own son, and blessed upon him the greatest of knowledges possessed in all the Iron Realms, and as the child became a man of true Eisenfolk qualities, the Iron Monarch abdicate the throne in a faithful sacrifice. He thus gave the office of supreme authority to his son, Kricht-Laether Rêschterrhûn. Through his years as the Iron Monarch of the vast realms within his greater domain, wisdom unbeknownst to mere men and women befell him unlike any other.
Through the great reforms of his ancestors, the realm was operable, and it had seen victory and defeat alike. It had a long history, and had embedded itself in the hills and heights of the middle realm through sheer determination and unceasing effort. Kricht-Laether thus declared his first crusade, one of which saw great success, and unified the otherwise uncertain subjects of his subject-nobility beneath his grasp. Having accrued great fame and infamy from his crusades which would culminate in the establishment of Rhûr and the adjustment of the norther-states' territorial boundries, the Dark Herald of Rhûn became known as War. A simple name with great weight, the Monarch quickly adopted it as his own banner and name, becoming known as Mars-Luther. Written and spoken in Tyric, Mars means War, and Luther means Someone who Brings, or bringer.
A symbolic evolution, the nobility quickly adopted the tradition, using their own "names of power" written in foreign languages for the sole purpose of breeding fear and feeding upon these negative emotions harboured by would-be subjects. However within the familiar courts of the Eisenreich, these foreign names proved an issue in regular social interactions, having born foreign names of power for so long the lord of the Eisen had forgotten their own names.
As such, each lord once again adopter newer names in addition to their names of power, Mars-Luther going by the simple name of Rêschteröök, or Apocalypse. Fitting name, for such a dark culture, the other subjects quickly followed suit, however making sure to never forget their "names of true power", the subjugation of foreign languages to serve their nefarious desires.
This perhaps unattractive culture does not lead to a lot of offspring amongst the high courts of the Eisenreich. As such, the Iron Realm and its master declares their heir upon their moment of death, or their "Reuniting" with it. Mars-Luther is an only child, lacking siblings or relationships of any meaningful sort which could eventually lead to the further of his bloodline. He places, instead, great faith in his steadfast ally, Körper Meüseer and Ryscht Brotter.
The Forgemaster of the Black Pit, Marshal of the Secrets of Rhûn, Wielder of the Ebonflame.
Ûthërkhaar
Äkabrëlst
Veilenkrescht Graaleifer Supreme Forgemarshal
To be born with the gift of the abyssal rituals and dark magics of Rhûn is not seen as a possible thing, instead the accumulation of knowledge otherwise unbelievable and the refining of these words of wisdom blessed upon them by their Great God Rhûn is the path of acquiring mastery over the untameable gifts of Rhûn's own desires. These beliefs are founded in the memoirs of the first dark smiths during the War of Desperation, immortalized in a stigmata forged from their own flesh, offered as a sacrifice during the creation of the first dark-forged arms and armour. Since then, the methods and techniques have been ever-refined, and their creations ever-improved.
However, whilst the arts secluded with the dark pits, and their practitioners, have improved and diminished both during the passing of the Reich's history, one thing has remained forever. From the founding of the Blood and Iron Church to the present moment, Ûthërkhaar Äkabrëlst, the Supreme Forgemaster of the Black Pit. For through the dark arts of Rhûn, and his ability to process its secrets, he has gained and given all there is to give, and thus attained all there is to attain. Lacking form, for he has given all to Rhûn, this veiled shadow now commands the abyssal kilns and forges throughout the black pit and its darkness. It is within the darkness that the magics of the great God work, never gaining strenght when done so in the sight of the Sun, and as such, it is essential that Smiths may only bring their bare in war if they have attained knowledge sufficient to return back into the pit.
The Forgemaster is the apex of this iconic distinction of power, greatest of the Smiths, and creator of the greatest of machinations, he remains on the Earth through no will of his own, but through the will of Rhûn. To spread the faith, to expand its boundries. As such, he has given his soul, will, and body to the cause, traversing the mortal realm only through the arcane prowess of which he now possesses.
The Foremost of Marshals, the Dark Beast of the Iron Realm, Bringer of Night.
Körper
Meüseer
Grechterältermarschalke vant Meisenrekt Greater Dark Marshal of Eisenreich
To walk into legend during their first moments of true life is a rarity inconcievable enough to be impossible. However, Körper Meüseer is one of few exceptions. In his own words, "the first day of my life was in Ferrum". Born from the Uthermarc, the man appeared out of nowhere during the apex of Mars-Luther's grand crusade. From the bushes he slew countless warriors veteraned by their countless encounters with bloodshed. The man quickly became the prime target for most field-commanders on the Crusader-side, however avoiding their grasps and gaining ground where no Eisenfolk could fathom his appearance.
It was this quality, this force of will, this domination, that garnered him the unequaled gaze of the Iron Monarch, the only man capable of recruiting this opponent into one of the greatest of allies. Through use of diplomatic and aggressive methods alike, the man was eventually coersed into the Iron Court under the authority of the Sovereign themselves, an unheard-of occurence.
Since those moments, be it through magic or through skill of verbality, the Beast of Ferrum has joined the side of Mars-Luther's innermost companionship, shared together with the fewest of peoples.
Bearer of the Sword; Rhûn made manifest, Vanguard of the Titan.
To bear the cross, the symbol of the Sword, Rhûn's personal manifestation of his identity made manifest, made simple, is the greatest of honours. Each Crusader gains the cross during their journey of faith into foreign lands to symbolize their faithfulness and zeal, their beliefs and ideals. To become an individual from a great horde is the most arduous of tasks, to make themselves stand out from hundreds of thousands. It requires extraordinary circumstances of skills, abilities beyond the reach of others whom you'd consider equals.
The Crossbearer, most honourable of Knightly title, a name of power given greatest of weights, is the result of this extraordinary privilege found within a rare few peoples, and rarer still who make it known. Ryscht Brotter made his prowess known on the battlefield, made himself anew in the crimson glow of this way of war. Reborn and the Crossbearer, his accomplishments met a swift reward as piles lie still at his feet, surrounded by the awe of comrade and foe alike.
In equal events to his first, altars of dead would lie baking in the sun's blinding rays as tributes of faith, he rose the ladders of power. Knighted, Lorded, and Marshaled, Ryscht broke past all limits, and attained the apex of his heraldry, the rights of Crusader-Governor. And so, Sêphärkhaal was born.
The Regency motto, approximately translates as 'Absence perfects the heart.'
-888- General Information -888-
The Island of Indignor was once the dumping ground of choice for criminals, degenerates, expatriots, inconvenient nobility, mad mages, power-hungry sorcerers, and exiles from all over the world. The entire population has roots tracing back to a leper colony established circa 5500 FE.
The island originally was noteworthy for the complete absence of any Trees of Anar, little more than a desolate waste of ash and blight, making it the perfect spot to maroon the unwanted and pariahs. Over thousands of years, the births of Indigo Children resulted in the inevitable sprouting of new trees which transformed the island's topography and made true civilization possible.
it is common knowledge that the Regency has invested heavily in arcane means of uprooting and transporting Trees of Anar without killing or disrupting them, although precisely how this is accomplished is unknown. The Regency is coy regarding the capability, and the only trees thought to have 'gone missing' are those located in untamed wilderness, and as such no foreign powers have yet found cause for alarm. Over a thousand years have passed since this knowledge became public.
The Shadowgate Regency is an Absolute Monarchy in absentia, on purpose. There has never been a Monarch, just a line of regents unrelated to each other by blood, all usually self-proclaimed by merit of political clout and wealth. There is no line of succession nor any recorded mechanism for the installation of a new Monarch, and the Regency gets rather touchy about inquiries into the matter. They still insist on being treated as a full and proper Monarchy, with the Regents assigned the full sovereign authority of a King or Queen.
The language sponsored and used by the Regency is Ranoi, a creole spoken commonly by most islanders. There are more than fifty other languages spoken by island residents as primary languages, scattered about without rhyme or reason. Fluency in Ranoi is necessary for even routine affairs on the island.
Although the Regency rules over the entire island of Indignor, the coastal towns and cities are largely left to their own devices, with the full administration of the Regency residing in the The Crest of Yearning, the arcane caldera at the island's center. The surrounding peoples pay taxes if they know what is good for them and otherwise both they and the Regency are content to ignore each other. The cities even have governors claiming to be unaffiliated with the Regency, although the truth is a matter of speculation.
The officially minted currency used by the Regency, Exile's Fleece, takes the form of measured lengths of transmuted twine, formed of twelve materials not found in nature and only possible to conjure via sorcery. Fleece is used only irregularly by the peoples without the Crest of Yearning. Some of the external settlements operate on trade and services for their commerce, and while Fleece is grudgingly accepted by a majority of the population it is somewhat devalued on average, and a few refuse to accept it at all. Foreign currencies circulate through the settlements with more or less the same effect, and as such visitors to the island often find themselves frustrated with their inability to reliably pay for anything with standard fare.
The state religion is simply worship of the Triumvirate of the Shadow, Zuuldrick, and Ishala. The Regency refuses to acknowledge, but does not prosecute, the worship of any other entity. The external settlements often self-regulate their own religious practices, which vary widely. Demon worship is seen slightly more frequently on Indignor than in many other places simply due to the Regency's apathy, although the common people still do not take kindly to it.
Due almost entirely to the Largraun Dwarves, there are few major overworld roads in Indignor. All settlements are connected by a network of immaculately maintained underground highways; the surface of the island outside of settlements is largely made up of plantations and untamed wilderness.
Although the Regency maintains a census of sorts, the actual population of Indignor is uncertain to most other realms for the time being (to be updated).
The Regency's armed forces are furtive and hard to gauge in number, at least for the moment (to be updated).
Irafarate (Human) The common descendants of every progenitor family of Humans to originally be exiled upon Indignor. Not properly distinguished by any particular racial trait, the Irafarate are simply any Humans who do not bear the traits of the other common Human races upon Indignor. They are common folk and people from every walk of life, and are as varied unto themselves as the variety of all other peoples upon the island. Although commonly mocked with the assertion that they lack any true culture of their own, they form a tentative majority upon the island; most of Indignor's merchant and noble elite are Irafarate and they occupy a large portion of the Regenecy's administration.
Gresihdra (Human) The descendants of marauding Human Pirates and Raiders who sailed and terrorized the oceans and far-off coasts in longships. Gresihdra are distinguished by their stout torsos and ill-proportioned, lanky arms and legs. Their bodies ripple with distinctive cords of muscle, and their complexions are swarthy and tanned. Their eyes are naturally adapted to salt-water, and they possess the uncanny ability to peer through harsh sunlight (though they still cannot stare directly at the sun). Their palms and soles are notably calloused to an exaggerated degree, and it is not uncommon to see them walking about in public without shoes. Their culture is marked by their own hate for each other; the stereotype of the Gresihdra is that of two fighting each other in the streets over dirty fleece. They exist as highly insular houses which detest each other, constantly engaged in bitter mercantile and actual bloodletting.
Sartzteike (Human) In stark contrast to their pirate-descended cousins, the Sartzteike are the descendants of nomadic Human colonists who lived upon the ocean along with the Sarmtymske in massive ocean-faring Arks. They possess notably smaller builds than most of their kind, and their feet are more flexible, akin to the feet of chimps (giving birth to an obvious variety of demeaning insults). Their culture is even more insular than that of the Gresihdra, and they prefer the company of the Sarmtymske over that of other Humans. Characterized for their skittishness, they are hyper-vigilant and rarely speak. Their culture is highly communal in nature, and they tend to live in massive ramshackle slums with thousands of other Sartzteike and Sarmtymske; this is not indicative of wealth but of cultural practice, as it is not unheard of for them to build oddly-placed and structured manors amidst their hives.
Iwadwtschi (Human) The collective offspring of Warlocks, Mad Sorcerers, Insane Mages and Power-Hungry Wizards who generally could never tolerate the company of anybody except each other after being banished to Indignor. The Iwadwtschi are a somewhat inbred minority of families attempting to produce children with Drenched Souls, mostly unsuccessfully - although this has not deterred them from claiming habitual magical prowess amongst their lineages. They are distinguished by their unusually long necks, hunched backs, and unsettlingly long fingers. After the historical formation of the Regency their insular practices were deliberately broken up, and as such their genetic line is gradually being assimilated into that of every other Human race on the island, making them rarer and rarer sights over time. Individuals still maintain various cultural, occult-inspired practices including hermetic meditation, fetish and (mostly non-functional) relic crafting, and (usually) ineffectual ritual evocation.
Naught (Human) The wealthy minority of descendants of nobility originally exiled to Indignor in ancient times, they are more commonplace than most would expect, and each one claims the same relative status as the rightful ruler of some far-off foreign land, or at least as an heir within the succession. Intermarrying, wealthy nobility and what few retainers they were permitted to bring with them created the first foundation of wealth upon Indignor around which the first semblance of true civilization began. In the present day they make up an innumerable number of wealthy merchants families, or else ruling houses of the external cities and townships. Many of them claim noble titles ranging from Barons to Dukes. A scant few claim to be Emperors. This amuses precisely nobody. Distinguished by their indigo-hued eye coloration, pale features, and purple lips, what was once a small minority has increased in number since the establishment of the Regency. The various warring Nobles that had been involved in the conflict during the reformation were mercilessly purged, with the rest given a leery 'Do not make me come back here again' after divesting them of most of their material wealth. The progeny of the remaining families turned to more traditional professions and practices and began marrying amongst the common people, leading to the modern day where their number are as commonly seen in Brothels are they are in marketplaces. Disparaged as haughty and snobbish by the other races, they often wear veils in order to accommodate their pronounced olfactory sense, which is particularly sensitive to toxins.
Inclishet (Human) Descendants of the original leper colony founded upon the island, theirs are the people who were always too visibly sickly to be considered suitable for marriage. Although they enjoy a profound resiliency and robust immunity in the present day, as a consequence of their somewhat altered physiology they are known to vomit blood whenever afflicted, even in the instance of minor colds. They also bruise readily and accumulate sores across their backs and arms from simple bedrest despite keeping regular hours, and their eyes have pronounced red veins. Other species and Humans are highly averse to them due to misconceptions and suspicion of sickness; Inclishet are commonly blamed for the occurence of plagues and are periodically lynched during severe bouts of illness. They live in ghettos and communes, and are often expected to travel swaddled in lepers' robes should they ever venture about in open public.
Barwhett (Elf) When Indignor was a blighted waste, it was considered a hellish punishment to be exiled there for Wood Elves. Those that were formed wasteland tribes which endeavored to grow something, anything, from the barren wastes. These efforts proved unsuccessful, but resulted in a lineage of nomadic, ashen-skinned elves known for traveling under cover of dust storms, raiding settlements and harnessing nature magics over the weather and earth to their advantage. There was a brief period where their kind raided and took slaves from the various peoples of the coast, making warlords of themselves and proliferating in an era of personal prosperity circa 8300 FE, becoming nearly as commonplace as the Irafarate in the present day as a result. Although their practices have become more diluted over time, traces of their original culture can still be seen in their clothing and furnishings. Their feet are particular sensitive to vibrations, and they are known to be able to discern the presence of others nearby from their footfalls, no matter how silent.
Nary (Elf) The descendants of exiled Elven royalty. Unlike their Human counterparts, they never enjoyed any great revivals of wealth and power resulting from frequent remarriage combining of assets. Their kind would arrive in splendor, live in squalor, and perish as beggars. What remains of their lines is due in part to their highly pronounced and peculiar (some suspect arcane-influenced) genetics, such that even carried down over a hundred generations it is barely diluted, if at all. Nary blood is known to completely dominate the expression of most other racial and species traits; Nary who interbreed with Humans or other races of Elf simply produce more Nary. They are always tall and willowy, with faintly luminescent skin. Their hair and eyes always possess metallic sheens to them, and their complexions are always notably flawless and sculpted. Due to the largely insular nature of many of the other races and species upon Indignor, Nary are seen almost like vermin as any sort of dalliance with them inevitably dilutes the bloodline of whichever family they lay with. Despite most Nary living in destitute conditions, and despite the other peoples possessing little unity or cohesion amongst themselves, most other races and species unite in, if nothing else, despising the Nary. The Gresihdra in particular are noted for their scorn and contempt of the Nary, as they blame the Nary for 'stealing all the young folk' and disrupting family business. Commonplace resentment has prevented the extensive proliferation of the Nary despite their beauty and grace.
Largraun (Dwarf) Indignor, being located in the middle of nowhere of the Asifa Sea and having originally been completely devoid of Trees of Anar, featured absolutely no mountain ranges or cavernous depths of note, never possessed any indigenous dwarves. The Largraun are a line of them who, if cultural myth and oral tradition are to be believed, dug their way to Indignor from the other side of the world just to see if they could circa 7000 FE. They are the only race of Dwarves in Indignor who still possess natural, permanent cave adaptation and grow sickened by exposure to daylight. It was their undercities, carved out beneath hills and ridges, which served as the shelters and refuges necessary combined with the wealth of exiled Human nobility, which gave rise to the first large settlements upon Indignor. The Largraun form the second largest majority on Indignor just behind the Irafarate, living in the foundations of every settlement on the island. Their very existence is the sole reason as to the absence of any above-ground roads on Indignor, as all settlements are connected by their underground highways. The majority of all Human and Elven industry upon Indignor exists specifically to service the maintenance and expansion of the Largraun undercities, making the Largraun Dwarves' cultural mores, practices, their food, goods, and needs the most commonly accepted and catered to on the island. Despite this, everyone knows that all rumors of Ens, The Great Road, are complete bullshit. Although one is forced to wonder how they got here at all then...
Sarmtymske (Dwarf) Settling upon Indignor along with the Sartzteike Humans, the Sarmtmske were sea-faring Dwarves who originally lived on massive Arks. They can only attain light cave adaptation and are largely unbothered by exposure to sunlight, although as a consequence their vision in low-light conditions is much closer to that of a Human's. They can hold their breath for extensive periods of time, upwards of an hour in the case of practiced divers. Their hands and feet are larger and possess a more oblong shape than is normal for Dwarves, which is conducive to swimming rapidly through water, but they are otherwise similar to and commonly mistaken for Largraun dwarves. They live amongst the Sartzteike in ramshackle slums built either on the surface or in the undercities, and due to a matter of simply having better nerves are generally relied upon to speak with other races and species on behalf of any Sartzteike present.
Nadir (Dwarf) Exiled Dwarven nobility, sent to the middle of nowhere in the Asifa Sea to an island where there were absolutely no caverns they could use to escape. In theory thanks for nothing, Largraun. Their families were largely forced to subsist in the overworld, integrating with tribes and settlements of Humans and Elves prior to the arrival of the Largraun. They possess moderate cave adaptation that affords them the best of both worlds; permitting them fully enhanced low-light vision or tolerance for the sun with an adaptation period of only a few days. They have copper or gold colored eyes, and possess immense physical strength that would shame the strongest of Humans. Like the Nary, they did not experience any great revival of wealth or influence, although they avoided living destitute due to their physical strength and willingness to get their hands dirty. Also unlike the Nary, their bloodline proved to be fickle. It lies dormant but undiluted in the bloodlines of other races of Dwarf as well as other viable species, skipping half a dozen or more generations before arising again, which can result in no small amount of occasional awkwardness amongst certain Human and Elven families. Also as with the Nary, the Nadir's bloodline is suspected to be influenced by arcane forces, supposedly manifest in their native talent for geological sounding. They are not particularly more sensitive to seismic vibrations than any other dwarf, but few can deny that they are somehow always experts at feeling at the land, be it the overworld or the subterranean realms. The Nadir live in a few small families of land-lords and guildmasters who own many of the external overworld plantations and most of the subterranean highways in Indignor, and they wield vast influence amongst the Largraun, whose own nobility intermarried with those of the Nadir many generations ago.
Refik (Beastfolk) The shallows around Indignor, originally, were barren and lifeless. Once the first Trees of Anar began to grow upon the island, their effects spread out and enabled life to thrive in the waters. As coral reefs and tidepools began to crop up, the Seafolk moved in, carving their own settlements out of the living rock beneath the waves. As inland rivers began to form and reach out to the sea, so too did the Seafolk reach island as well. The Refik are amphibious sea-serpents capable of breathing air, with large, adapted pectoral fins ending in grasping, claw-like extremities near their tips - resembling to a degree the wings of bats. Although the Refik can breath air, they are not able to do so for extended periods of time, and if they spend too long out of the water they can perish due to oxygen toxicity. Originally preying upon the various islanders of Indignor, as fortified coastal settlements began to spring up, with neither the Seafolk nor the islanders possessing any reliable means of waging war with each other, they grudgingly began to tolerate each other’s' presence, leading eventually to exchanges of goods and services between each other, culminating in the modern-day presence of Refik coral dens amongst every coastal city and port in Indigor, where they act as shipwrights, fishermen, sea-tenders, sailors, architects, merchants, and more - adopting many of the trappings of civilized life in the process. Although most Indignor Refik are 'civilized,' insofar as such as distinction goes, it is not unheard of for Refik sirens to lure unwary islanders to their doom using their innate ability to mimic the voices of land-dwelling creatures.
Ambucane (Beastfolk) The only form of sentient life that could exist on Indignor prior to the emergence of the first Trees of Anar, the Ambucane were opportunistic ambush predators who could rest in states of torpor for weeks waiting for prey to wander close. The Ambucane are long cold-blooded serpents with six limbs, capable of burrowing in sand, ash, and dirt. They have poor light-based vision, but make up for it with excellent thermal vision, enhanced olfactory nerves, and sensitivity to seismic vibrations. They are more than three and a half meters in length from the tip of their snout to the end of their tail, and pound for pound they are the strongest living beings on Indignor, able to overpower even the tremendous strength of the Nadir. They habitually lived in centralized dens that would service a dozen or more Ambucane over an area of a hundred kilometers. Ambucane traditionally consume rocks to help them digest their prey, and upon returning to their den, regurgitate the contents of their stomach as a putrefied morass of fluids into a clay urn which all of the Ambucane would then feed from, relying on the sheer toxicity of their own guts to keep the rancid mess free of any contaminants other than their own. Due to the Ambucane's slow metabolisms, they are extremely long-lived, and there are a few Ambucane of note who have been alive since the beginning of the second era. Ambucane are extremely languid and slothful, and despite possessing unmatched strength can only exhibit it in brief bursts due to their metabolism. They were originally enslaved by the nomadic Barwhett tribes and used as beasts of burden and as burrowers for excavation, which led to their eventual integration with the Langraun Dwarves. Ambucane largely reside in Largraun undercities, working as burrowers and laborers, but live in dens close to the surface where they can bask or swim in thermal baths. Due to their patience and their willingness to work and share with one another almost without questions, dens of Ambucane generally engage in private industries that they then operate through a market front, and so many Ambucane are actually immensely wealthy despite working as 'mere' laborers for their day jobs. The wealthiest individual in all of Indignor is, in fact, an Ambucane who has been hording wealth and influence with market guilds for over a thousand years.
The Haggard (Undead) There are many gods that pervade over death. One of them, whose name is whispered by the fearful and the foolish in Indignor and known as The Haggard Lord to everyone else, will raise the body after death, bearing a simulacrum of a soul to live a second life. The Haggard bear the body the worshiper had in life, which will quickly become emaciated, with skin drawn taut, thin, and bloodless over the bones. All bodily fluids dry away, and the individual becomes afflicted with a boundless, insatiable hunger. The Haggard may consume food and drink normally, which their body will ingest in an internal process too gruesome to describe. The Haggard may also directly absorb biomass they make contact with, siphoning away flesh and lifeblood into their body as if it were strands of fabric being pulled away. The Haggard may regenerate and heal themselves with any biomass they assimilate this way. Despite bearing an insatiable hunger, the Haggard remain lucid, and are far from mindless, as the Haggard Lord intends that they properly suffer their emptiness rather than receive the mercy of madness. The life of the Haggard, such as it is, is to eat. They work and labor tirelessly in order to earn bread, meat, cheese, water and wine and all manner of delicacies that they can procure to try and sate their horrid appetites. The Haggard are regularly exploited as cheap labor, paid a pittance to perform back-breaking and dangerous work that would kill a living man. They are treated as vagrants and beggars by most, and readily purged en-mass if one should ever grow so desperate as to prey on the living. Their continued presence on Indignor is something of a mystery, as even the living beggars know better than to evoke the Haggard Lord, but more and more of them continue to appear with time. They are singularly difficult to permanently kill, as so long as a morsel of them is left, it can absorb microscopic and small wildlife and slowly regenerate over time, requiring that every last trace of them be incinerated and burnt to ash. However, a single drop of Ambrosia, the nectar of the gods, will instantly expurgate the Haggard upon contact and cause their body and false-soul to disintegrate.
Circa 5500-5700FE - A small leper colony consisting of a dozen hovels is established on the Northeastern coast of the island. Over time, this colony expands into a small village. It produces just enough crop to attract the attention of pirates, who raid the village. Most of the colonists flee with whatever they can carry, establishing a new colony inland, in the wastes. The pirates convert and use the old village as a base of operations, storing stolen goods, prisoners, and slaves there. Over several decades, the small village transforms into a pirate port. The port and the new settlement see some exchange of trade; the colonists from the wastes have by now scouted the entirety of the island and, by word of mouth, the news of an island in the middle of nowhere of the Asifa Sea with no Anar Trees spreads first around port, then from ship to ship, and eventually to the mainland.
Circa 5700-6000 - The pirate port is sacked by a small fleet of longships from unknown lands (some historians speculate they may have come from continental Asifa, but there are several contradictions and problems with this theory) the pirates based out of the port are marooned there, without the resources or materials to build new ships. News of this returns to the mainland, various powers make note of the island's existence. An Elven kingdom populated by Wood Elves sends ships laden with untouchables to the island in order to get rid of them without killing them; the island is used to dispose of untouchables in this manner for nearly two-hundred years.
Cira 6000-6100 FE - After a violent revolution by Elven and Human untouchables in an unknown land, the Elven kingdom's throne is toppled, along with the thrones of several other kingdoms. Human, Elven, and Dwarven Nobility threatening divine retribution are exiled to Indignor rather than being executed in order to avoid the wrath of the gods and as poetic justice. The nobility are exiled with a number of their retainers and some of their personal possessions befitting their station, but without any resources of note on the island and with only very limited subsistence farming possible, there is no possibility of escape without outside intervention. The Human nobility immediately begin intermarrying and pooling what little wealth, possessions, and manpower they have between them. The Elven royalty is largely abandoned after several years, left destitute as beggars. The Dwarven nobility scatter across the island, integrating with the tribes of Dust Elves, the few Human colonies, and the remnants of the marooned pirate fleet.
Circa 6100-7000 FE -The population explosion of Humans, Elves, and Dwarves on the island leads to a reciprocal population explosion of the indigenous Ambucane, who prey upon and steal from all three species. The nomadic Dust Elves begin worshiping new gods, harnessing natural magics to conjure dust storms used as cover for raids upon Human settlements. Fighting between nomadic Elves and the colonies, combined with the absence of any Trees of Anar, prevents any true civic progress. Association by way of race with the Dust Elves instills the colony populations with contempt for the remnants of the bloodlines of the Elven royalty. The new revolutionary order from the mainland and various other powers from surrounding territories begin using Indignor as a dumping ground for various malcontents, inconvenient figures, and madmen. Warlocks, sorcerers, and wizards marooned on the island fail to integrate with populations of the colonies, and form their own private enclaves where they could go quietly mad with power and delusions of grandeur with each other. Coincidentally, occult knowledge of The Haggard Lord begins to spread amongst the colonists. The first of The Haggard begin to appear.
Circa 7000-8300 FE - The Largraun Dwarves appear on Indignor, although how is unclear. Racially distinctive from nearly every other member of the Dwarven species, they clearly did not originate from continental Asifa, Pehan, or Kevica, no records exist of any mass expulsions of Dwarves sufficient to explain their appearance. According to oral histories, the Largraun dug their way to Indignor from the other side of the world, creating 'Ens, the Great Road' in the process. No reliable evidence or records that might confirm this theory have been found as of the present day. The Largraun Dwarves readily carve vast settlements out beneath the surface of the island, having appeared with the tools and knowledge necessary for sophisticated architectural accomplishments and able to use the earth itself for most of their materials, obviating the (immediate) need for Trees of Anar. The bloodlines of the exiled Human Nobility, rallying the colonies behind them, establish rapport with the Langraun and begin initially limited barter with them. The foundations of what will become the first true settlements on Indignor are created. With fortification to ward off the Dust Elf tribes and opportunistic Ambucane, the local Human populations begin to rapidly expand, despite the limitations of the barren land and subsistence farming. After several hundred years, the first Indigo Child is born. The first Tree of Anar sprouts in the wastes of Indignor.
Circa 8300-9600 FE - The nomadic Dust Elf tribes and the descendants of the Dwarven nobility amongst them exploit the Tree of Anar, developing tools and weapons that enable them to overcome settlement fortifications and raid once more. Ambucane dens become easier for the Dust Elves to assault, and indigenous Ambucane flee the wastes to parlay with the settlements for shelter due to the ferocity of the Dust Elves. Charismatic and brutal tribal leaders arise amongst the Dust Elves, who demand the taking of slaves from settlement raids. These warlords create vast, nomadic hordes that live amisdt drawn wagons, their numbers sustained partly by the Tree of Anar and raids upon the settlements. Numbers between all of the warlords and the respective tribes are limited by their rivalry, nomadic natures, and the slow regenerative powers of the Tree of Anar. However, with the number of Dust elves rapidly proliferated to match those of the Humans and Dwarves living amongst the settlements, additional Indigo Child are born within a millennium. Additional Trees of Anar sprout, and the tribes of the warlords all simultaneously fracture as their lieutenants try to take advantage of the occurrence. The nomadic tribes split apart into hundreds of groups, and the settlements claim the lands around the new trees. Over centuries, the nomadic remnants of the Dust Elf tribes are assimilated by the settlements. During this period, as significant resources are finally made available to the noble Human bloodlines, new factions begin to form amongst them, dividing the settlements once more. Seeking an edge over each other, the noble families call upon the enclaves where the descendants of exiled mages reside, seeking arcane and divine power with which to establish a new sovereign rule. By this point, the remainder of the world has learned of the emergence of Anar Trees upon Indignor and cease treating it as their dumping ground for troublesome belligerents; wandering parties from the island are regardless universally treated as criminals and degenerates by the mainland powers. Although the odd individual manages to successfully escape to the mainland realms over the centuries, several attempted mass-exoduses by large groups end in massacres. The people of Indignor remain largely isolated and cut off from the remainder of the world, despite access to the resources necessary for shipbuilding.
Circa 9600-10800 FE - The rivaling nobility eventually settles into two opposing factions, one led by elements of Human nobility and another led by a single charismatic Dwarven King (though both sides were represented by diverse populations), spread across the island, engaged in a cold-war centered around the Trees of Anar. The Dwarven King makes contact with seafaring peoples living aboard vast Arks, promising them residence upon the island now that it was livable and that settlement around certain Anar Trees would be guaranteed to their people if they could help overthrow the rival faction. At approximately the same time, the Human Nobility contact the arcane enclaves and enlist the assistance of the descendants of the establishing mages. Great privilege, personal power, and resources are afforded to a number of powerful sorcerers amongst them, who begin devising great and forbidden arcane methods of waging war for the Human Nobility. The Dwarven King eventually mustered his forces and began a great war between the two factions, with the Ark-peoples spearheading his forces. The Human nobility immediately strike back with overwhelming arcane might, and the Dwarven King is slain in the first great battle - but in the chaos of the conflict their leashed mages abandon all pretense of loyalty and attempt a coup against the Human nobility. Both factions splinter, and at this point in time few intact and coherent records of the turbulent people exist that shed light on the events that led to the eventual arcane igniting of the Crest of Yearning, Indignor’s Caldera, leading to the Great Eruption of 10800 FE. The eruption was so great that ash blanketed the skies over the island for several centuries, and large, dark storms of soot swept across the remainder of the world – though not sufficient to blot out the sun, for several centuries a number of mainland powers are seasonally inconvenienced by ash storms causing days of perpetually overcast skies.
Circa 10800 FE - 0200 SE - After the arcane eruption of the Crest of Yearning, which eradicated nearly a quarter of all life on the island, the remaining peoples abandoned the volcanic wastes and sought shelter within the Dwarven foundations of their settlements. It was during this era when the great underground highways between the settlements are carved out beneath the Earth, both as a means of survival by the people and in order to continue waging war upon one another. Towns and cities are raiding and sacked with abandon and great ferocity during this period, and to this day Indignor is littered with the remnant, ruined foundations of settlements that were wiped out to the last child, the stones scorched by flames leaving little in the way of historical accounts behind. The most reliable records that remain of those times originate from the Shadowgate Regency itself, formerly known simply as the Indignor Regency. They originated as a splinter group of the Human Nobility’s forces, who determined that as long as there were Kings and Queens of any kind on Indignor, there could be no peace. Seizing upon the icon of an eternally vacant throne as their symbol and appealing to the common people to unite under their common histories as exiles and nomads, the Regency was led by a commoner of unremarkable birth acting as a Regent, wielding the sovereign authority of Kings but with no hereditary line of succession. Attempting to exploit the lack of a clear line of succession, rival powers have the first several Regents assassinated, one after another. Much to their dismay, this merely resulted in the emergence of exceedingly more extreme and violent Regents who continuously spur the people to violent revolution against the remnants of the Noble forces, even amongst the Noble-led peoples of the island. This results in a centuries-long reign of terror by the Regency as it waged war against the fractuous Noble houses, culminating in the Regency’s complete dominance of the island near the turn of the era. A counter-cultural revolution begins amongst the remnants of the Noble houses, calling for an end to the dogmatic witch-hunts for Noble families and their immediate execution in the absence of any war or external conflict. The common people, now used to violence and easily roused to look for new victims to fall upon, readily begin to revolt en-mass against the Indignor Regency, which retreats to the island’s caldera, now dormant millennia after the Great Eruption. Fortified therein, the Regency sues for peace, promising an end to slaughter and violence as long as the descendants of the Noble lines promise in turn to never again seek to rule over the people by right of blood. The Exile’s Concordat is signed in 200 SE, with the Regency officially designating common-born governors for the settlements of Indignor and issuing clemency to the remaining Noble families. Although the common people accept the governors chosen from amongst their own to lead, they largely reject the return of the Indignor Regency as the dominant authority on the island, restrict its power to what remains of its forces within the Crest of Yearning.
Cira 0200 SE – 900 SE – The Indignor Regency abides by the sentiment of the common people and little more is heard of them again for centuries as they consolidate their power within the Crest of Yearning. They build a great wall ringing the Caldera, and name the territory Shadowgate. Then, in 500 SE, they announced they would be making a limited return to governance of the remainder of the island. They begin by revealing a previously secret means of transplanting live trees of Anar between different locations, and as a show of good-will established a ring of Trees of Anar around the Caldera, permitting the growth of new settlements, and offered several other existing prominent settlements the procurement of additional Trees of Anar if they would accept the authority of the Regency. After a brief period of negotiation, most of the island settlements accepted the Shadowgate Regency as the ruling authority upon Indignor. The reformed Regency began to distribute a new form of minted currency known as Exile’s Fleece, lengths of cord transmuted into unearthly materials, and broke up the families of the inbred descendants of the mages’ enclaves to the overall approval of most of the island people. Less popularly, they formally acknowledged the existence and rights of the undead Haggard, ending their previous widespread prosecution and purging – but conditionally refuse to acknowledge the worship of the Haggard Lord, or to sponsor or protect any form of worship thereof. As a showing of protest, a number of religious parties refuse to accept Exile’s Fleece as legal tender, a practice which devalued the currency and resulted in its irregular acceptance up until the present day. Although Exile’s Fleece is now largely (if grudgingly) accepted as the regional currency, a few stubborn hold-outs still refuse to accept it simply due to the historical and cultural irregularity of its acceptance.
900 SE – Present Day – Near the turn of the second millennia of the second era, the Shadowgate Regency formally sponsored the construction of naval merchant fleets, harbors, and guilds, and officially made contact with numerous mainland powers to declare that Indignor was at peace and officially led by the Regent of the Exile’s Throne, possessing the sovereign authority of a Monarch in the absence of a Noble line. (To be developed further).
The land of Indignor is one of ruin, abandonment, wild diversity, and hidden life. From the smoldering and dark lid of the Crest of Yearning, to the ashen and desolate coasts of seething, twisted stone to the dim, bustling intensity of the underground cities, Indignor is unapologetically alien.
Every settlement in Indignor is built around one or several Trees of Anar, in vast circular blocks surrounding internalized fields, and resemble unusual and quaint countryside villages and mining towns built around vast plains, meadows, and groves. While these realms can be vast unto themselves, they are small and inconsequential compared to their roots: The vast Dwarven-carved undercities are where the vast majority of the people on island (or more accurately under it) live. Indignor has never had any natural cavern systems of note prior to the arcane eruption of the Crest of Yearning; most of the subterranean cities are networks of great tunnels spiraling outwards from the central mining hubs, beneath the roots of the Trees of Anar. While individual passages and chambers tend to have limited height, the overall verticality of these realms tend to be immense, with cities diving nearly as deep as they are wide. The causeways and passages mirror the arrangement of traditional streets, albeit with the absence of any common, large plazas or forums. Most markets are arranged in wider, grid-like matrices of passageways (for structural safety, so it is often claimed), and a common complaint by claustrophobic surface-visitors is that Indignor undercities are more akin to overgrown, aggrandized burrow runs. Oil and other fuels is a commodity and not often used for lighting, and instead the cities are lit by way of widespread cultivation of bioluminescent, subterranean plantlife and fungi, occasionally supplemented by enchanted lighting. The confines of the cities are stygian and dim; most surface-dwellers can become easily lost or hurt themselves trying to navigate the abyssal corridors. Foreign visitors are thus readily identified by their torches and lanterns, which are sold aboveground at steeply overcharged prices for their benefit. In the absence of the sun, there is no nighttime lull in activity; people come and go and work at every and odd hours. Time is kept by a combination of waterclocks, mechanized pulley-systems, aqueducts, and groups of municipal laborers. It is entirely possible for many individuals to live out their entire lives underground without ever seeing the surface. Beyond the confines of the surface-dwellings, a primitive ecosystem of grasses and small shrublife exists, dotting the island barrens in volcanic soil. While most plantlife takes root readily enough, Indignor has not been fertile for long enough for there to be any great diversity of plant or wildlife; most wild specimens are in fact escaped plants or animals from above-ground plantations, walled compounds where crop and cattle are grown and raised whenever natural sunlight in required.
The people of Indignor are insular and xenophobic, generally mistrustful of each other as well as foreigners. At the same time, the diverse species and races intermingle and interact with one another on a regular and inevitable basis. The very atmosphere of most social interactions is grudging and bitter contempt, and fuck you too. Since space underground is at a premium, few species or races live in confined ghettos or burroughs (the exceptions being the Sartzteike and the Sarmtymske, who mutually live in ramshackle slums). Multiple families of the same species or race generally live with each other in a single dwelling, typically with neighbors of other races or species living in similar conditions. Most businesses and markets specializing in goods and services do not discriminate, but local taverns, commonhouses, and trade guilds often do so freely and openly. Race riots are unheard of, but fist-fights breaking out between separate groups in an everyday occurrence. Local militias uniformly draft Dwarves and Haggard who were Dwarves in life, as they form a majority within Indignor and are generally the least disliked species and thus are less likely to incite retaliation or resistance while keeping the peace. Foreigners are typically less subject to outright discrimination, but the treatment they receive is typically measured in direct proportion to their wealth – or at least, of the wealth a given vendor they might barter with is willing to accept.
As the different species and races of Indignor exist in a perpetual state of cold war with one another, they have no issue with slavery or exploitation. The Regency proscribes it harshly, but as its rule is largely hands-off, flesh markets and indentured servants are not unheard of in the larger cities, run openly and ignored by the militia and governors. A vast array of narcotics are widely accepted and used, with several trade guilds and surface plantations dedicated to their production. The common people and the Regency itself are accepting, or more accurately apathetic to, a large number of practices that might otherwise be deemed taboo, although anthropologists theorize that this may just be due to it being easier to hide signs of occult practices underground in the dark; that the people are no less hateful of it and more that its symptoms are harder to immediately identify on sight. The Regency’s policy of legitimizing undead with false-souls as actual people, in and of itself, in addition to the large diversity of species and races, has also made the common populace more accepting of taboo practices and otherwise monstrous creatures than might otherwise be advisable.
The only officially sponsored religions on Indignor are the worship of the Triumvirate of the Shadow, Zuuldrick, and Ishala. The Regency’s official stance is that as the sprotectors of the world and mortal-kind, these three beings are to be honored much in the manner children are expected to honor their parents. The remaining pantheons and gods are all selfish, destructive beings who would see the world destroyed if they had but the opportunity, and until proven otherwise are untrustworthy and unworthy of anything but mortalkind’s contempt. If they are dealt with at all, for any reason, it is only to be done on mutual terms and any bargain is to be approached with great skepticism. It is due to this very position that the Regency refuses to acknowledge or sponsor any other god or form of worship. The common people of Indignor largely ignore this sentiment and freely worship anything they please under any number of terms; the Regency does not openly proscribe such worship despite its noted disapproval for it.
The central realm of Shadowgate, within the Crest of Yearning, is somewhat of a different story from the remainder of Indignor. Most of the construction in the caldera is relatively recent (constructed within the last two millennia). Most subterranean structures are built into the cliff-faces of the caldera, or into the sides of ravines, and the Regency otherwise prefers to build more traditionally – and they prefer high-flown aesthetics. They build their fortifications and settlements atop plateaus and mesas, lone structures on top of raised foundations, and their roadways – some of the only aboveground roads in all of Indignor – are all built atop aqueducts, connecting distant points along a raised structure. Large, airy towers are commonplace, and the dark spires of the Regency spearing out into the sky from over the lid of the caldera create a starkly beautiful atmosphere within the Crest of Yearning. Although the Regency has different preferences in where and in what manner they build subterranean structures, the few they have made are of a similar scale.
The Shadowgate Regency is ruled by a hypothetical Monarch known as the Exile, perpetually in abesentia from the material realm. The Exile’s Throne is empty and has been empty since its inception, no bloodline or lineage has ever existed which may lay claim to it, and no mechanism of ascension or succession of the Exile’s Throne exists. However, the hypothetical entity of the Exile is supposed to possess the full sovereign and divine authority of any King or Queen. Immediately beneath the Exile’s Throne exists the Regency Council, a group of twelve common-born administrators and officials who nominally serve as advisors to the Exile. In their absence, the council elects from amongst their number a Regent to represent the Exile’s Throne in the Exile’s absence. The Regent possesses the full authority of the supposed Monarch, capable of issuing royal decrees and mandates as though their word alone was law. Their power is only limited by the Regency Council beneath them, which by a mere plurality vote may dismiss the Regent – but only if, by formal lower election, the Regency Council has already elected an immediate successor Regent. The balance of power is kept in check as the Regency Council itself controls and governs most aspects of the Shadowgate Administration. There are no safeguards that protect the authority of the Regent themselves, who must always be able to convince the Regency Council of the merit of their commands and intent in order to retain power. Any form of refusal or defiance contrary to the Regent’s commands is formally considered a tacit vote for dismissal until rectification or abeyance. There have been several points in Shadowgate’s history where an unpopular Regent has been dismissed simply because nobody amongst the Regency Council would follow their orders.
The individual members of the Regency Council are senior administrators drawn from six realms, known as Aedes, with two members representing each realm. The six realms which an Aede may represent are Sovereignty (Diplomacy & Public Relations), Worth (commerce & trade), People (Domestic and Land affairs), Peace (Law Enforcement), War (Precisely what you imagine it is), and the Occult (Arcane & Religious issues).
While the Aedes of War are senior administrators regarding military affairs and logistics, they can never be members of the actual military, in order to preclude the possibility of an internal armed coup.
Outside of Shadowgate, evidence of the Regency’s power is present but subtle. Beyond the regular rounds made by tally-men, the Regency maintains an office in each settlement from which decrees are issued and legal affairs are handled. Additionally, soldiers under the banner of the Exile’s Throne may enter the settlements in order to secure and maintain peace in times of revolt.
(To be developed after consultation.
The state-sponsored religion is the simple worship of the Triumvirate of the Shadow, Zuuldrick, and Ishala, but there are no official temples or sites of worship erected for the purpose of the honoring them. The Regency administration limits itself to the construction of perfunctory and humble shrines, sometimes as simple as small wall alcoves, within the administrative structure of Shadowgate. This is also coupled with several brief but omnipresent traditional prayers integrated within commonplace greetings and farewells, as well as in the executive language of several administrative functions. It is customary for guards to invoke the Triumvirate whenever there is a shift change, for example, and for baggage train drivers to exchange a blessing with supply depot overseers upon concluding their business. Outside of Shadowgate, the only temples, shrines, and sites of worship that exist are those which the common people have seen fit to erect. Although there are many temples to the Triumvirate, they are largely outnumbered by the plethora of diverse structures dedicated to the worship of other gods and entities.
(Under development - stay tuned) The Regency taxes the external settlements annually, and their methodology is simple. Tally-men, usually accompanied by a squad of bag-men, operate out of the Regency offices in each settlement and keep a private record of every dwelling, spending most of the year simply having men explore the reaches of the settlements and thoroughly mapping them out. Near the end of Summer, the tally-men head out with a list of specific dwellings to visit one-by-one. Taxation is applied uniformly, citizens living in a city pay the same flat rate for the simple privilege of existing within Regency lands. It is paid per-head, and may be paid with most forms of legal tender including foreign currency. If an individual or family cannot pay for everybody present, the bag-men divest them of property until the Tally-man deems the needed worth has been met. If they cannot pay and have no belongings, they are typically sent to Debtor’s Prisons. If the squad comes across a dwelling that appears to be abandoned, it is searched to ensure there are no inhabitants. If they come across a dwelling which is clearly inhabited but when nobody is at-home, the squad leaves and returns on another day after posting a notice. This period of Summer, referred to as Tally-week, is often treated as a pseudo-holiday, with many employers permitting workers to take days off to ensure at least one person can remain at home to pay taxes. If, for any reason, a family cannot manage to have a member at home to render payment, they can send somebody to the Regency offices to pay. If they cannot or will not do even that, eventually the Tally-squad will simply post a notice of forfeiture and then steal any money and possessions they find within the dwelling until the due is considered paid.
There is no apparent taxation applied by the Regency to any form of sales or services; although local trade guilds can and do tax entrepreneurs independently, as do to occasionally local Governors. However, all other forms of taxation beyond the Regency’s annual collections are unique and limited to specific regions of Ingidnor.
Horizon’s Stead: Although not home to the largest ports in Indignor, Horizon’s stead features the smallest stretch of coastline with some of the largest and most accessible ports and harbors, and consequently the region sees the most foreign traffic, sea and otherwise. So-named due to the proliferation of desperate islanders crowding the docks and taverns, seeking work or to stow away aboard a foreign vessel so they may depart from Indignor for good. Since few foreign nations will permit the free entry of islanders into their borders, few captains are willing to take on crew or passengers from Indignor. Horizon’s Stead is also home to the largest Overland City Complex in Indignor, which is an overland extension of the Raanaxis Undercity which extends throughout most of the region. Both the Undercity and Overcity have some of the largest markets on the island, with the greatest influx and circulation of foreign and exotic goods. Additionally, Horizon’s stead also sees the greatest amount of cultist, heretical, and arcane traffic – as foreign mages and scholars flock to the island, chasing rumors of ostracized pursuit of taboo magic and practices, or else seeking to dig through the ruins of the island’s enclaves in search of the secrets of the bygone Iwadwtschi sorcerers, and there just-so-happens to conveniently be a large remnant of one such enclave in the middle of the region. Few visitors ever turn up anything interesting, but the rumors of powerful artifacts and sites in the depths of the enclave persist even after centuries of abandonment.
Menard: The region of Menard is so-named after a Nadir dwarven family, which owns most of the overworld plantations in the area. The local undercity is almost wholly owned by them, and it exists almost solely to service their plantations and businesses. While the settlement is not quite a company town, every year the settlement becomes progressively more and more inaccessible to those who do not work directly for the Menard family in some capacity.
Kraden: Despite being the second-largest region upon the island, Kraden’s undercities have the smallest population densities on the island. The overworld is noted for being one of the few areas of Indignor where wild flora and fauna have been successful, and features the only forests in all of Indignor. It is the only palce on the island where wild game is hunted, and features several populations of native Ambucane which have returned to a simpler way of life, having dug out barrows in the forest depths. There are common rumors and claims that these ‘feral’ Ambucane prey upon unwary travelers in the forests due to the tendency for people to go missing therein. The local undercity also features several luxury districts, and a large percentage of the Shadowgate Regency’s upper management and their families live there primarily when not pulling stints within the Crest of Yearning.
Wraenkt: The region is home to Tyretemo, the largest undercity in Indignor, both in terms of actual size as well as population density. Most of the people live to the East and are laborers or lower management employed by the Regency, and make up most of the population that services and manages Shadowgate, resulting in extremely large and frequent amounts of foot and carriage traffic through the Southern gatehouse aqueducts of the Crest of Yearning. The Western end of Tyretemo along the coast features the largest ports and harbors on the island, along with the largest populations of Gresihdra humans and Refik beastfolk. The ports are extremely unaccommodating towards foreigners due to the cutthroat cultural practices of the Gresihdra and their near-automatic contempt for foreign people. The Indignor black markets are most active in Tyretemo specifically due to the piratical tendencies of the Gresihdra families and the aquatic habits of a number of nefarious Refik lures, and the Western city districts rightfully have a reputation as a pirate haven.
D’nartri: The D’nartri overlands are rife with plantations featuring artificially cultivated soil and transplanted Trees of Anar. Most of the lifestock reared on the island are reared in this region, along with a large number of secondary crops and cereals. The region is seemingly blessed, as plagues and drought seem not to touch the land. The local people regularly live suspiciously long and hale lives, miscarriage and complications during childbirth and hatchings are almost unheard of, and the region has the lowest rates of accident and violence-related death. Entirely by coincidence and most assuredly not related in any way, the region is home to the greatest population of the undead Haggard. Most do not originate from within the region (or so they would claim), but to have migrated from other areas on the island, with many saying they feel compelled and drawn towards D;nartri. Local residents just put it down to the lifeless inherently seeking out the prosperity and bounty of life and the region, and are generally (but not greatly) more accepting of the Haggard in general than elsewhere – although, pointedly, the region produces more Ambrosia than any other realm on the island…
Shadowgate: With a central palace carved out from the magma dome of the Crest of Yearning caldera, Shadowgate is the seat of the Regency and its base of power. All of its wealth and influence is concentrated here. Unlike the remainder of Indignor, Shadowgate is completely barren volcanic waste and blightland, and no plantlife of note grows within the Caldera. There are seemingly no Trees of Anar within, leaving the terrain between Regency installations and settlements utterly empty and desolate wastes, where one can see over the jagged expanse of volcanic rock for kilometers up until the caldera walls. What passes for society in Shadowgate is something of a mystery to the outside world; few outside the employ of the Regency have stepped within the confines of the Crest of Yearning since the construction of the walls lining the caldera. Foreign agents, spies, seers, diviners and simple voyeurs all describe that the lands are still, tranquil, and silent. The structures are eerie, seemingly emptied and devoid of the bustle of life that should be present in any structures of their size. Only work and labor crews are present, alongside clerks and various officials who toil day and night, all of whom live outside of the crest of Yearning but possess temporary lodgings within so that they may work for days or weeks on-end for a given period before having to leave again. Shadowgate has been described as a bread-basket by many, supported externally but with a populace wholly absorbed in work and production. Individuals take leave in the external settlements, and otherwise everybody within the caldera is considered to be on the clock and working. Culture and society practically does not exist, and the only social interactions that exist beyond rote, terse logistical dialogue is the breakout of fights between laborers, wrought with tension from overworking. Even in the domestic living blocksliving space is cramped and diversions scarce. The consumption of narcotics is the most popular and, by large, only form of popular recreation, although most drugs must be brought in personally since the Regency Guard crack down on independent dealers (although the sale of narcotics is not proscribed). It is clear that it is the Regency’s intent that Shadowgate remain an administrative zone with as few amenities as possible. Moreso within the Crest of Yearning than anywhere else on the island, the Haggard are employed in many areas, and they are a common sight in most labor crews.
The actual function of most of the structures within Shadowgate are obscure and esoteric to outsiders; foreign agents who have lived within the complex for years confess more or less continued and complete ignorance no lesser than when they first arrived; with Shadowgate seeming to be no more than a gigantic palatial mess of storage facilities, warehouses, barracks, temporary living quarters, and foundries. Supplies, foodstuffs, and currency are moved endlessly from point A to point B seemingly without purpose, shift and work schedules seem intentionally confusing and paradoxical, and almost nobody ever seems to know exactly what is going on or what the Regency’s current internal objectives are. All information seems to be tremendously compartmentalized between tasks, and cooperation to piece together what is going on just reveals a tangled mess of apparent economic busywork, the Regency’s wealth and resources continuously if slowly building up over time. The Regency’s internal bureaucracy is rudimentary and directly beneath the Regency Council is simply two levels of management-by-proxy, with new members of the Regency Council always drawn from senior upper-management – and judiciously screened in advance, having precluded efforts at infiltration thus far. All information of any true importance is theorized to therefore be limited to the knowledge of the members of the Regency Council.
Menards: A tremendously wealthy family of Nadir dwarves, the Menards have an entire region of the island named after them, and a sizable chunk of the island’s population works under them. Members of the family are eternally barred from setting foot within Shadowgate due to their noble lineage, but it is rumored they have multiple agents within the Crest of Yearning and that they have members of the Regency Council in their pocket.
The Naught Guilds: So named as they are run by several powerful, allied families of Naught humans. They take different forms in every region, but are all implicitly interconnected. They share information with each other about commerce in every city, they run their own taxation schemes alongside those of the city governors and the Regency, and they own perhaps four fifths of all shipping on the island. Altogether they are possibly the second most powerful agency just behind the Regency itself, but their divided nature and the wary attention everyone else affords them prevents them from ever pulling too far ahead. As tends to be the case with merchant guilds, they are rife with ambition and wealth. Some of their members would do anything at all in order to reclaim some of the power they once had.
The Phantasmagorian Pirates: An unapologetic Gresihdra pirate family, headed by the barbaric self-styled Commodore Chalafair. They are the largest single insular family of Gresihdra humans in Indignor, and own a fair percentage of the remaining ships behind the Naught Guilds – though their ships are known and infamous Q-boats, with concealed siege artillery mountings. How they manage to disguise and hide the weapons from port inspectors is something of a mystery, as none of their vessels has ever once failed to pass inspection with flying colors. They have strong ties with the Governor of Tyretemo, as well as with the Refik seafolk who live in the ports and reefs.
The Haggard Union: An organization dedicated to the advancement and suffrage of the undead Haggard population. Not overly-popular, but peculiarly wealthy and resourceful. They have eyes and ears all over the island, even within the Naught Guilds, the Menard family, as well as Shadowgate itself due to the attractiveness of the Haggard as cheap labor. The Union is deceptively powerful; they have the wealth, the numbers, and the resources to make a difference, but they lack the necessary popular regard and moral high ground usually necessary to win the hearts of the people. They are largely relegated to attempting to curry favor with the regional governors with blatant bribery, but are known to pop up and poke their noses into the business of others when it is least expected.
Rasrafraqratari: A group or society amongst the Refik seafolk, enigmatic even by Indignor’s standards. They have curious dealings with the Regency, and are known to attack and prey upon their own kind. There are theories that they exist to spread worship of the Triumvirate to the seafolk, or that they are simply the equivalent of municipal sewer workers, or that they are tenders of rarely-encountered aquatic Tees of Anar. Readily identified by the Shadowgate ring-crest they wear across their midsections, they are commonly seen in most ports but seemingly only ever have time and words for Shadowgate officials…and other varieties of seafolk.
Exiles, pariahs, beggars, thieves, heretics, and degenerates. Surely, nobody of any import might dwell in such a rotten place…as far as you are aware.