Tverios: The Conquest
The world is covered in a patchwork of nations and peoples, a chaos of war and misery. For millennia, we had to accept this as a fact of life. But now, our lord, Oromis, has returned, and he will topple the petty kings who refuse to bend the knee. The time has come to break the inertia of our world.
The Etruscan League is a theocracy which nominally rules the western half of the north. Nevertheless, the Prophet in Tolos has very little actual authority over his lands, which are divided among a thousand princes, kings, and dukes.
Etruscia: The heartland of the league, it is a land of cities and ruins, the cradle of civilizations. Etruscia was the birthplace of the Tolosi Empire a thousand years ago, before it was lost to that empire. It is the only region ruled directly by the Prophet in Tolos, and perhaps the only region truly ruled by him at all.
Kingdom of the Nerwains: Nestled in the crags of the Nerwains, the great mountain chain that splits the north of the world in half, this kingdom is a harsh, sparsely populated one, inhabited by a hardy folk of foresters and herders. The populace is divided along clan lines, with the Kings always in constant struggle with their unruly subjects.
Kingdom of Grandell: Grandell is a hilly and urban nation, with many cities, and a cultured aristocracy. Its capital, Grandan, is the prime center of learning and arts in the north. The Grandish are traditional enemies of the Rozarrians, and the two peoples are perpetually opposed to one another; During the Mardochian War, the Grandish unwisely took the side of Oromis, and though their treason was forgiven, the duchy of Cesia was removed from the kingdom as a result.
Kingdom of Rozarria: The largest and most powerful kingdom in the League, the puissant Rozarrian King is both rich and influential. It is a fertile land of rolling hills and verdant forests. In many ways, it is the heart and soul of the league; It is there that the tradition of knights and chivalry is most ingrained, and its cavalrymen are skilled enough to rival their fearsome Tolosi counterparts. During the Mardochian War, the war between Oromis and the Prophet, the Rozarrians were the most stubborn supporters of the Prophet, and in return they were granted the entire former duchy of Pellia when the war ended in victory.
Duchy of Cesia: Formerly a territory of the Grandish Crown, the Cesians are nevertheless culturally distinct from that kingdom. The Cesians are famed for their seafarers, and are known as a people of explorers and fishermen, though sometimes referred to as such with disdain.
Kingdom of Merida: Merida is a combination of two nations: The poor and rugged north, and the rich and fertile south. This division is shown along religious lines; the southerners never truly accepted Etruscanism, and many isolated areas continue to cling to their old pagan beliefs. In recent years, the Meridian Kings have had their attention focused on the orcish movements across the Timerian Sea, and so they've kept aloof of League politics.
The Zantyric Order: The Knights of the Order of Zantyr are a theocratic and militaristic nation, formed a hundred years ago to defend the eastern march from the Imperials. Waging holy war on the latter is the only goal of the Order now, and they fight with frightening zealotry against them. The Order is ruled by a Grandmaster, elected by the assembled knight-captains.
Free Cities of Cadeo: Though not a nation in its own right, the Cadean cities of the Timerian Coast are worthy of mention. The richest and most populous region of the League, it is divided into a patchwork of autonomous city-states, which are in constant rivalry against one another over trade. In recent years, the emergence of the foreign principality of Jadis has forced the Cadeans to band together in an informal pact; Though they continue to bicker and back-stab one another, they've are embroiled in a low-intensity naval war against Jadis.
Overall Influence: Medieval Europe
The Hamrock Islands are closely related to the Etruscans across the Gap. A hundred years ago, the Mardochians fled their massacre to the islands, and since then they've held fast against all invasion attempts. Though the land is dismal and poor, subject to almost incessant rain and fog, it has served as a safe haven and refuge for this beleaguered people. With the return of Oromis, he has assumed direct rule of the islands, and is using them to prepare an invasion army.
The Qaylu are a strange people; Culturally alien to their neighbors, they remain hidden in their mist-covered valleys, living much the same lives they had a thousand years ago. Although some of their land was conquered by the Empire in its height, they proved to be frustratingly difficult to conquer for the emperors. Likewise, the Qaylu have no interest in foreign conquest, and so they generally keep to themselves.
Living in the heart of the Nerwain Mountains, they reside in the deep valleys of the mountain range, herding sheep. Each valley is ruled its own citadel, and each citadel is ruled by its own lord.
Influences: East Asia
Inhabiting the frozen north of the world, the Samni people are a hardy folk, who live mostly off hunting seals and herding reindeer. Though they are not united under a single government, their culture is completely different from that of the southern Qaylu.
Influences: Inuits
Influences: Inuits
The Empire of Tolos is a twofold misnomer: Though it is ruled by an emperor in theory, in reality the council of advisers behind him are the true rulers, and so it is no true ruler; and despite being formed in the ancient city of Tolos, and having it as its capital for six hundred years, it no longer controls the city which gives it its name.
Comprising the sparsely inhabited steppes east of the Nerwains, the Empire has spent the last two hundred years in struggle to maintain its existence, against first the western Etruscans, and then the southern Coromics. It has only two advantages in these conflicts: its large store of magical artifacts, testament to its antiquity, and its superb cavalry.
Influences: Byzantium
Comprising the sparsely inhabited steppes east of the Nerwains, the Empire has spent the last two hundred years in struggle to maintain its existence, against first the western Etruscans, and then the southern Coromics. It has only two advantages in these conflicts: its large store of magical artifacts, testament to its antiquity, and its superb cavalry.
Influences: Byzantium
Coromis is the only dwarf city connected to the surface, and indeed, the only dwarf city to care about the surface to begin with. Worshiping a god of fire that demands human sacrifice, the dwarves have established client states ruled by Boyars around their fortress, which must give regular tributes of coin, food, and slaves, or be destroyed.
Conquered by the orcs thirty years ago, the Kingdom is the first orc nation outside of the Orkantor Desert in a thousand years. Eying the northern shores of the Etruscan League hungrily, the King of Rusadir is known to be preparing an orc army to continue his people's conquests.
The traditional refuge of the Orcs, the Orkantor is a desert that makes even the Kolyat to the east seem hospitable in comparison. Exceedingly brutal and hostile to life, it is somehow inhabited by nomadic orc tribes, which use its harshness to keep away the armies of other races.
The Principality of Jadis
Demonym: Jadisi
Government: Jadis is a merchant republic, ruled by an oligarchy of the five great guilds: The Ruby, Gold, Saphire, Emerald, and Amethyst cartels. Officially, the republic is lead by the Prince, though in practice it is a purely ceremonial role, with all the important decisions being taken by the cartels. The Prince is chosen by the heads of the cartels at the death of his predecessor, and
Still, the house to which belongs the prince is generally seen as the dominant one in the flux of Jadisi politics, and as such upon the death of a prince there is always a great deal of behind-the-scenes bloodshed between the cartels.
Geography: The Jadisi Republic encompasses the Atar River, which runs through the Kolyat desert from the north-west, bringing life to an otherwise inhospitable region. Though Jadis is by far its largest city, it has less influental clients as well, which hug the coast. Agriculture is difficult, even in these watered areas; the land simply is not fertile. Much of the republic's food supply comes from fishing, though this is matched by the vast quantities of foodstuffs imported with the nation's obscene wealth.
The badlands near the western coast evolve into a full-fledged desert as one traces the Atar towards its source, in the north. These lands are completely barren and would be utterly devoid of human life if it weren't for the vast stores of gemstones hidden beneath it. Thus, Jadisi colonies may be found here and there within the desert, existing only to extract the underground riches.
Demographics: The Jadisi are a mongrel people, born by the mix of immigrants from every corner of the continent attracted by the fortunes to be made in the desert of gold. Though many other species naturally came as well, the main population are human. Most live on the coast, or on the banks of the Atar, making a meagre living. The greatest city, of course, is Jadis, both within the Principality, and arguably, the world.
The barren lands beyond the coast are sparsely inhabited, and as one moves into the deserts to the north, one encounters less and less Jadisi, with the region instead being inhabited by the fierce nomadic Kolyat tribes. However, many Jadisi live in the countless mining camps of this desert, almost never seeing the world beyond their mining camps.
Civil Unrest: Jadis, despite its opulence, is a boiling pot of tension, built up by the vast economic inequalities between the impoverished commoners and the wealthy Cartells. It's been said that the city is never more than three steps from a riot, and there is much truth to that. This is compounded by its dependence on imported food; should this trade be cut off, even temporarily, the people riot with astonishing fury. This social situation is not helped by the political instability that marks the Principate, with the Cartells locked in a perpetual war, hidden from public eyes.
Economy: Jadis is one of the greatest cities of the world, being among the most populated, and certainly the wealthiest. Jadis almost monopolizes the gemstone trade, and its wealth means the principality can buy just about anything that is for sale. The republic was founded in the epicenter of the infertile badlands that cover the south-western peak of the continent as a mining center to harvest the region's rich mineral reserves, and it has surpassed all expectations tenfold. It would be no exaggeration to say that at least half of the precious gemstones circulating across the world came from one of the great Jadisi mines.
The Principality of Jadis is not self-sufficient. Though some coastal areas are fertile, the vast expanse of its lands are barren, making agriculture impossible. The city of Jadis itself is home to over a quarter a million souls, overwhelming completely what little local production there is. Thus, vast quantities of food must be imported to the city, as well as timber, iron, copper, and most all products derived from animals.
Ruby Cartell: The Ruby Cartell is a more or less unremarkable cartell in terms of buisness: they do not specialize in any particular area, having a diverse and robust diversity of areas from which they draw revenue. What makes them stand out is their shameless populism: whereas the other cartless aim only to become richer and more powerful, the Ruby Cartell has come to represent the impoverished lower classes of Jadis, who continue to live miserable lives in spite of the Principality's opulence.
The Ruby Cartell speaks for the masses in matters of state, blocking initiatives that would make the rich richer, and the poor, poorer. Though this has made them adored by the common folk, this has also made the Rubies pariahs among their class, seen as traitors that pander to lesser people.
Gold Cartell: Money can't buy power, they say. Money can't buy happiness. Fools who say these things have never met the Gold Cartell. It is obscenely rich, even by the standards of the Cartells- some whisper that they have more coin locked away in their vaults than all the other houses combined! This is ridiculous, of course- the Gold Cartell would never leave money in a hole, collecting dust. No, they instead breed coins, making two become four, four become sixteen, and sixteen become a number difficult to fathom.
They do this by lending their vast riches to others; a traditionally risky buisness, though few would dare renege on payment to the Gold Cartell. In addition to this, they also are exceptional traders, with tendrils across the known world. Their fortunes are always in flux, flying across the world by way of caravans or by massive freight ships. From one corner of the world to the next, the Gold Cartell may always be found, and through cunning buisness ventures, is always getting richer.
Saphire Cartell: Trading and dealing are well and good, but Jadis would be a fishing village if it weren't for the riches below the desert. The Saphire Cartell understands this, better than any of their rivals- by cunningly allying the native orc tribes of the dunes, known as the Koyat, they have become the lords of the desert sands. Those who desire to do buisness in the desert, extracting the gemstones beneath the sand, must pay the Saphire Cartell protection fees, or have their mining camps raided by the Koyat and their businesses ruined. This heavy hand over the gem trade has led to a great deal of resentement against the Saphire Cartell from its rivals, yet there is little they can do, as long as the Saphires lord over the gem trade.
Emerald Cartell: The oldest guild by far, the Emerald Cartell is the only remaining of the three Guilds that had founded Jadis. It is the most prestigious cartell as well, and has typically been the principality's representative when dealing with foreigners. Arrogance is the key word when it comes to the Emeralds: they believe that they are better not only than the commoners, but also than the other cartells, thinking themselves the nobility of Jadis.
The Emerald Cartell's revenue comes from a million different sources, having secured through centuries of domination of the principality enough wealth and clout to set themselves at the top of the other Cartells.
Amethyst Cartell: Some cartells deal in coin, others in gems; the Amethyst Cartell deals in death. Certainly, they have a great many legitimate ventures, but none are fooled- the Amethyst have gained their fortune assassinating and smuggling. It is a public secret that they control the criminal underground of the Principality. There are stories of trade contacts whose bodies were found in the Atar after they had betrayed the guild.
Amethyst assassins are dreaded and renown the world over, and when a nobleman in a foreign land desires a powerful opponent killed, and killed professionally, he hires the Amethyst Cartell.
The Ruby Cartell speaks for the masses in matters of state, blocking initiatives that would make the rich richer, and the poor, poorer. Though this has made them adored by the common folk, this has also made the Rubies pariahs among their class, seen as traitors that pander to lesser people.
Gold Cartell: Money can't buy power, they say. Money can't buy happiness. Fools who say these things have never met the Gold Cartell. It is obscenely rich, even by the standards of the Cartells- some whisper that they have more coin locked away in their vaults than all the other houses combined! This is ridiculous, of course- the Gold Cartell would never leave money in a hole, collecting dust. No, they instead breed coins, making two become four, four become sixteen, and sixteen become a number difficult to fathom.
They do this by lending their vast riches to others; a traditionally risky buisness, though few would dare renege on payment to the Gold Cartell. In addition to this, they also are exceptional traders, with tendrils across the known world. Their fortunes are always in flux, flying across the world by way of caravans or by massive freight ships. From one corner of the world to the next, the Gold Cartell may always be found, and through cunning buisness ventures, is always getting richer.
Saphire Cartell: Trading and dealing are well and good, but Jadis would be a fishing village if it weren't for the riches below the desert. The Saphire Cartell understands this, better than any of their rivals- by cunningly allying the native orc tribes of the dunes, known as the Koyat, they have become the lords of the desert sands. Those who desire to do buisness in the desert, extracting the gemstones beneath the sand, must pay the Saphire Cartell protection fees, or have their mining camps raided by the Koyat and their businesses ruined. This heavy hand over the gem trade has led to a great deal of resentement against the Saphire Cartell from its rivals, yet there is little they can do, as long as the Saphires lord over the gem trade.
Emerald Cartell: The oldest guild by far, the Emerald Cartell is the only remaining of the three Guilds that had founded Jadis. It is the most prestigious cartell as well, and has typically been the principality's representative when dealing with foreigners. Arrogance is the key word when it comes to the Emeralds: they believe that they are better not only than the commoners, but also than the other cartells, thinking themselves the nobility of Jadis.
The Emerald Cartell's revenue comes from a million different sources, having secured through centuries of domination of the principality enough wealth and clout to set themselves at the top of the other Cartells.
Amethyst Cartell: Some cartells deal in coin, others in gems; the Amethyst Cartell deals in death. Certainly, they have a great many legitimate ventures, but none are fooled- the Amethyst have gained their fortune assassinating and smuggling. It is a public secret that they control the criminal underground of the Principality. There are stories of trade contacts whose bodies were found in the Atar after they had betrayed the guild.
Amethyst assassins are dreaded and renown the world over, and when a nobleman in a foreign land desires a powerful opponent killed, and killed professionally, he hires the Amethyst Cartell.
Military: The primary concern of the Prince, the Cartels, and the people of the Republic is the making of profit, not the waging of war. The distaste for martial pursuits has forced the Principality to rely on foreign mercenaries to guard its borders, sellswords whose loyalty is often only ensured with obscene amounts of gold.
Though the fortunes of Jadis are extracted from the land, its merchant fleet carries the duty of trading its bounty throughout the world. The only thing that the Jadisi cartels hate more than each other are pirates, and so the Principality's fleets are vast and equiped with the finest equipment money can buy.
The Kolyat, who gave their home desert its name, are a nomadic people of warriors and herders. They are in perpetual conflict with the Jadisi over the latter's mining outposts in Kolyat land.
A strange nation, Adulis is a combination of two worlds. Its black-skinned people worship Oromis, the same as the northerners, though in a decidedly strange manner. Likening himself to the beacon of civilization in the south, the King of Adulis has as an objective the conversion of the heathens that surround him.
Influences: Ethiopia
Influences: Ethiopia
Although ruled by a King, Matamba is in reality little more than a confederation of the allied human tribes which inhabit the savannah. The territory is generally lawless, and almost always ridden with inter-tribe warfare. Nevertheless, the humans of the Matamba can and do organize, particularly when threatened by the savage elves of Xochimilco, to the south.
Our story begins in the year 3400, at the height of the power of the Empire of Tolos, which controlled the entire northern half of the world. It was in that year that Oromis first appeared, derailing the normal course of history. Proclaiming himself immortal, and capable of magic without any Sila stones, he led a revolt against the Empire, smashing every imperial army arrayed against him until he finally controlled the western half of the empire.
As Oromis prepared to cross the great Nerwain mountains, however, a Tolosi hero emerged in the Empire's darkest hour: Bucephalus, until then a simple commander in the Imperial legions. Taking command of the broken and routing remnants of the legions, he rallied both the Empire's armies and its spirit, and crossed the Nerwains with a great host. At the Battle of Havendall, two armies clashed, each led by legends: The Etruscans, who worshiped the immortal Oromis, and the Tolosi, led by Bucephalus himself.
It is said that by the end of the day the grass was stained red, and that it remained that way for a decade afterwards. The number of dead was beyond counting, the fighting brutal and without quarter. In the end, the fight came down to a duel between Bucephalus and Oromis. Though Oromis slew his opponent in the end, the skilled warrior had inflicted upon him a mortal wound. Though the Etruscans won the day, Oromis succumbed to his injuries the next day, but not without declaring his closest friend and confident his Prophet, commanding him to protect his legacy until he returned from the dead.
Oromis would re-emerge again in the year 3534. He was disgusted by the state of affairs in his land, however: The descendents of the first Prophet had formed a theocracy based in the ruins of Tolos, twisting his teachings for their own gain. As he marched on Tolos, however, the droves of followers he accumulated alarmed the Prophet of the time, who denounced Oromis as a fake and an imposter. A bloody civil war ensued across the Etruscan League.
Although at first the Mardochians (as those loyal to Oromis were dubbed) saw victory after victory, the tides turned when Oromis was assassinated at the height of his glory, stabbed to death by a swarm of Etruscan fanatics. Losing their momentum, the Mardochians were then driven back from their citadels, being massacred across the league. Eventually, they abandoned the mainland completely for the Hamrock Islands.
It is now the year 3650. Although in the last century the Prophets made many attempts to invade the Isles, the Mardochians have stubbornly resisted, and pushed them back each time. The winds of change blow again, as news has begun to spread that Oromis has reappeared on the Isles, crowing himself there as Emperor, and has begun gathering an army to enforce his claim on the world.
As Oromis prepared to cross the great Nerwain mountains, however, a Tolosi hero emerged in the Empire's darkest hour: Bucephalus, until then a simple commander in the Imperial legions. Taking command of the broken and routing remnants of the legions, he rallied both the Empire's armies and its spirit, and crossed the Nerwains with a great host. At the Battle of Havendall, two armies clashed, each led by legends: The Etruscans, who worshiped the immortal Oromis, and the Tolosi, led by Bucephalus himself.
It is said that by the end of the day the grass was stained red, and that it remained that way for a decade afterwards. The number of dead was beyond counting, the fighting brutal and without quarter. In the end, the fight came down to a duel between Bucephalus and Oromis. Though Oromis slew his opponent in the end, the skilled warrior had inflicted upon him a mortal wound. Though the Etruscans won the day, Oromis succumbed to his injuries the next day, but not without declaring his closest friend and confident his Prophet, commanding him to protect his legacy until he returned from the dead.
Oromis would re-emerge again in the year 3534. He was disgusted by the state of affairs in his land, however: The descendents of the first Prophet had formed a theocracy based in the ruins of Tolos, twisting his teachings for their own gain. As he marched on Tolos, however, the droves of followers he accumulated alarmed the Prophet of the time, who denounced Oromis as a fake and an imposter. A bloody civil war ensued across the Etruscan League.
Although at first the Mardochians (as those loyal to Oromis were dubbed) saw victory after victory, the tides turned when Oromis was assassinated at the height of his glory, stabbed to death by a swarm of Etruscan fanatics. Losing their momentum, the Mardochians were then driven back from their citadels, being massacred across the league. Eventually, they abandoned the mainland completely for the Hamrock Islands.
It is now the year 3650. Although in the last century the Prophets made many attempts to invade the Isles, the Mardochians have stubbornly resisted, and pushed them back each time. The winds of change blow again, as news has begun to spread that Oromis has reappeared on the Isles, crowing himself there as Emperor, and has begun gathering an army to enforce his claim on the world.
Though races other than humans exist, they are generally confined to a small area, with most of the world being ruled and inhabited by humans. The three primary non-humans are:
The Orcs, who were wiped out from most of the world in ancient times, and now survive only in the Orkantor Desert;
The Elves, who are discriminated against and regularly exiled en masse from human countries. Their only havens are the Kingdom of Xochimilco, the last true Elven kingdom, and the Tolosi Empire, where elves occupy all positions of nobility and power;
And the Dwarves, who almost never interact with the other mortals, refusing to come above=ground. The exception to this is the fortress of Coromis, which has undertaken a recent violent expansion against the humans of the Tolosi Empire.
The Orcs, who were wiped out from most of the world in ancient times, and now survive only in the Orkantor Desert;
The Elves, who are discriminated against and regularly exiled en masse from human countries. Their only havens are the Kingdom of Xochimilco, the last true Elven kingdom, and the Tolosi Empire, where elves occupy all positions of nobility and power;
And the Dwarves, who almost never interact with the other mortals, refusing to come above=ground. The exception to this is the fortress of Coromis, which has undertaken a recent violent expansion against the humans of the Tolosi Empire.
Oromism: The worship of the immortal human hero, Oromis. Adherants await his return so that he might unite the world and bring a new dawn. Oromism is divided into two main sects: Etruscansim and Mardochianism, with the main bone of contention being the validity of Oromis's second coming, with the Etruscans denouncing that appearance as a fraud and driving the Mardochians in exile to the Hamrock Isles.
Adulan Oromism: Albeit worshipping Oromis as their savior like Oromists, the Adulans have a twisted version of the faith, with Oromis being but one of a pantheon of gods. It is a melding of the ancient religion of the Adulans and the more recent Oromism.
Tolosi Pantheon: The official religion of the Empire, the pantheon is a collection of gods which are said to have once walked the earth among mortals. Their worship is tended by the elven aristocracy of the Empire.
Jadisi Pantheon: Follows a pantheon almost identical to the Tolosi one, although without the ban on human priests. In recent years, much religious conflict has arosen as the impoverished masses of Jadis convert to Oromism.
Xochimilcan Pantheon: The elves of Xochimilco follow cruel and alien gods, which demand blood sacrifice. At their head is Mixcoatl, "He Who Hungers", the god of war and violence, whose demands for bloodshed are partly the cause of the unending wars between the cities of Xochimilco and the human Matamba to the north.
The Dali: The Qaylu people reject traditional religions, and instead follow the Dali, a code which expouses rationalism and stoicism. According to the teachings of the Dali, those that live their lives according to their passions ans selfishness are condemned to hell after death, while those that abide by its teachings and master themselves are reborn again in this world.
Shamanism: The peoples of Matamba, Samnidall, and the Kolyat do not follow pantheons or traditional religions. Instead, they venerate a million gods, from trees to thunder.
Geishrism: The dwarves of Coromis worship Geishra, the god of war, industry, and fire. Although in previous times Geishra was only one among a large dwarven pantheon, in recent times he has become the center of a monotheistic worship. Geishra demands regular human sacrifices, by way of holy fire; the need for prisonners to burn in the great stone pyre of Coromis is partly responsible for the nation's recent expansion drive.
Orc Atheism: The orcs do not worship. In fact, they cannot even bring themselves to understand the concept of worship; the idea that supernatural beings watch over the world is completely alien to them, much in the same way that we cannot imagine an object in four dimensions.
Adulan Oromism: Albeit worshipping Oromis as their savior like Oromists, the Adulans have a twisted version of the faith, with Oromis being but one of a pantheon of gods. It is a melding of the ancient religion of the Adulans and the more recent Oromism.
Tolosi Pantheon: The official religion of the Empire, the pantheon is a collection of gods which are said to have once walked the earth among mortals. Their worship is tended by the elven aristocracy of the Empire.
Jadisi Pantheon: Follows a pantheon almost identical to the Tolosi one, although without the ban on human priests. In recent years, much religious conflict has arosen as the impoverished masses of Jadis convert to Oromism.
Xochimilcan Pantheon: The elves of Xochimilco follow cruel and alien gods, which demand blood sacrifice. At their head is Mixcoatl, "He Who Hungers", the god of war and violence, whose demands for bloodshed are partly the cause of the unending wars between the cities of Xochimilco and the human Matamba to the north.
The Dali: The Qaylu people reject traditional religions, and instead follow the Dali, a code which expouses rationalism and stoicism. According to the teachings of the Dali, those that live their lives according to their passions ans selfishness are condemned to hell after death, while those that abide by its teachings and master themselves are reborn again in this world.
Shamanism: The peoples of Matamba, Samnidall, and the Kolyat do not follow pantheons or traditional religions. Instead, they venerate a million gods, from trees to thunder.
Geishrism: The dwarves of Coromis worship Geishra, the god of war, industry, and fire. Although in previous times Geishra was only one among a large dwarven pantheon, in recent times he has become the center of a monotheistic worship. Geishra demands regular human sacrifices, by way of holy fire; the need for prisonners to burn in the great stone pyre of Coromis is partly responsible for the nation's recent expansion drive.
Orc Atheism: The orcs do not worship. In fact, they cannot even bring themselves to understand the concept of worship; the idea that supernatural beings watch over the world is completely alien to them, much in the same way that we cannot imagine an object in four dimensions.
Magic in the world of Tverios isn't what it is in most high fantasy. There are no wizards or sorcerers who can abuse the laws of reality at whim; in fact, no mortals can do that kind of thing. Magic is instead derived from Sila Stones, small rocks the size of a fist. Sila stones have strange effects on the world around them; Some are hot to the touch for no reason, some have currents of air whirling around them, and some make surrounding objects levitate randomly.
The ancient civilizations knew how to work these stones into artefacts, focusing and magnifying their powers. Some are swords, some are staves, some are drinking cups. With these magical objects, mortals can use whatever the object's power is at will... Generally. It is an imperfect science, after all, and a dying one too, with almost no practitioners left in the world capable of working with the stones like that.
Because of all this, both Sila Stones and artefacts imbued with them are priceless, and are frequently traded down in noble families from generation to generation as heirlooms.
The ancient civilizations knew how to work these stones into artefacts, focusing and magnifying their powers. Some are swords, some are staves, some are drinking cups. With these magical objects, mortals can use whatever the object's power is at will... Generally. It is an imperfect science, after all, and a dying one too, with almost no practitioners left in the world capable of working with the stones like that.
Because of all this, both Sila Stones and artefacts imbued with them are priceless, and are frequently traded down in noble families from generation to generation as heirlooms.
Note that this is just a template of what I'd like to see on your sheet, if you don't like the format, feel free to make your own, as long as all the info's there. Please wait to be accepted before posting in the characters tab.
Name:
Nationality: Where was your character born? Which country?
Occupation:
Religion: Refer to the religion hider above.
Appearance and Personality: Give a few paragraphs. Pictures are welcome (hide big ones, though).
Biography:
Magical Artefact(s): Read the magic hider. If your character has such an artefact, please explain how he/she came into possession of such a priceless commodity.
Motivation: What does your character hope to achieve in life?
Name:
Nationality: Where was your character born? Which country?
Occupation:
Religion: Refer to the religion hider above.
Appearance and Personality: Give a few paragraphs. Pictures are welcome (hide big ones, though).
Biography:
Magical Artefact(s): Read the magic hider. If your character has such an artefact, please explain how he/she came into possession of such a priceless commodity.
Motivation: What does your character hope to achieve in life?
Aedus II: The current Prophet of the Etruscan League. While he is known for his works of charity and goodwill, he is weak in his rule, and is easily manipulated by his courtiers. Aged 52.
Adrea Karedac: A tolosi elf of high rank. Adrea is the High Priestess of the northern Isidon province, a post which effectively has the duties of a governor. She is also the chief of advisers to the Emperor, which, given the monarch's purely symbolic status, makes her the ruler of the entire Empire. She is known to be cold and devoid of empathy, kindness, or compassion, completely rational and focused on achieving results. Aged 364.
Alexandros Miridon: A Nerwainish clan lord with holdings in the southeastern region of his peoples' kingdom, leader of Clan Miridon and one of a few men who know the location of a mine containing the highest quality gold in Tverios, a ruthless and dangerous racist who will stop at nothing to protect his territory, has signed papers of engagement with the White Hands mercenary company and often lends them aid in battle
Aliden Bayaz: A Tolosi Major in the Gray Winds mercenary company, was raised by his grandfather after his father was killed by bandits, lost his grandfather during the Siege of Fort Angharad and rightfully blames Myranda's bloodthirsty White Hands for the deed.
Edwyn Tridatera: The young Duke of Tridatera, sworn directly to the Prophet. His lands are located on the Nerwainese border. Though inexperienced in rule, he shows considerable promise, and has been taken by the Duke of Lafferand as the latter's personal protoge. Aged 23.
Fadric Lafferand: Duke of Lafferand. An important power broker in the politics of the Etruscan League, he is the chief minister of the Prophet, and manages his domain. Lafferand is extremely competent in this regard, but his constant plotting, coupled with his thinly-veiled corruption, have brought him into conflict with his employer. Nominally a vassal of the King of Rozarria. Aged 37.
Joshen Perinhold: Duke of Pellia. Formerly the overlord of the Hamrock Isles, now serves his god, Oromis. An anxious man by nature, he isn't made of the strong stuff of generals and warriors. Aged 51.
Kurdan Sokolov (Deceased): A dwarven sellsword and leader of the Kurdan's Sabers mercenary company, served the remnants of the Empire of Tolos for several years, led his men on a "foraging excursion" that resulted in the destruction of Whitestone Village in the year 3464, killed Eldrath Tavellan and destroyed his farm but spared his daughter's life, Myranda became Kurdan's "lucky charm" and came to view him as the father Eldrath had never been, was wounded during the Battle of Ursol's Spine in 3550 and lost an eye during the conflict, managed to recover from a severe fever brought on by his injuries, was killed by Myra during one of their morning sparring sessions, Myranda was covered in Kurdan's blood after this incident and became known as "Red Myra"
Oromis: Immortal God-King. Fought first against the Empire, died in battle. Reappeared, fought against the League, died again. Now returned to gather champions for a third go at world conquest. Wields the magical sword Reingunger.
Padric Roche: A Mardochian barkeep in the city of Taranidorn, owns the disreputable Loyal Hearts Tavern and claims to serve the finest ale in the Hamrock Isles
Pajaan "Goldenhand" Farimi: A Jadisi sellsword and member of the White Hands mercenary company, Myranda's former lover and second-in-command before he betrayed her at the Battle of Mervyn's Crossing, currently leads the White Hands and serves Clan Lord Alexandros Miridon of Nerwains, Myranda cut off his right hand during the Battle of Mervyn's Crossing, he replaced his hand with one made of solid gold, rumored to hold a sila stone known as the Stone of Memories
Reinald Amoxis: Margrave of the Giriballi province, which runs across the entire mountainous western border of the Empire. His main duty and concern is the defense of this region against Etruscan incursions. A martial man by nature, he has little patience for the politicking of the Imperial court. He is always on the move, besieging a castle or leading a raiding party. Aged 296.
Rusadir: An orcish warlord-turned-King. Conquered the diverse Etruscan city-states along the southern coast of the Timerian Sea, establishing a kingdom there that now bears his name. He is known to be both cunning and ruthless. Though he is not as physically imposing as one would expect of his kind, he has an intimidating aura of authority.
Thond "Sweet Thond" Kassis: A Jadisi thief forced into serving the God-King's armies after being caught by the Taranidorn City Guard, a skilled tiles player and a friend to Myranda Tavellan
Adrea Karedac: A tolosi elf of high rank. Adrea is the High Priestess of the northern Isidon province, a post which effectively has the duties of a governor. She is also the chief of advisers to the Emperor, which, given the monarch's purely symbolic status, makes her the ruler of the entire Empire. She is known to be cold and devoid of empathy, kindness, or compassion, completely rational and focused on achieving results. Aged 364.
Alexandros Miridon: A Nerwainish clan lord with holdings in the southeastern region of his peoples' kingdom, leader of Clan Miridon and one of a few men who know the location of a mine containing the highest quality gold in Tverios, a ruthless and dangerous racist who will stop at nothing to protect his territory, has signed papers of engagement with the White Hands mercenary company and often lends them aid in battle
Aliden Bayaz: A Tolosi Major in the Gray Winds mercenary company, was raised by his grandfather after his father was killed by bandits, lost his grandfather during the Siege of Fort Angharad and rightfully blames Myranda's bloodthirsty White Hands for the deed.
Edwyn Tridatera: The young Duke of Tridatera, sworn directly to the Prophet. His lands are located on the Nerwainese border. Though inexperienced in rule, he shows considerable promise, and has been taken by the Duke of Lafferand as the latter's personal protoge. Aged 23.
Fadric Lafferand: Duke of Lafferand. An important power broker in the politics of the Etruscan League, he is the chief minister of the Prophet, and manages his domain. Lafferand is extremely competent in this regard, but his constant plotting, coupled with his thinly-veiled corruption, have brought him into conflict with his employer. Nominally a vassal of the King of Rozarria. Aged 37.
Joshen Perinhold: Duke of Pellia. Formerly the overlord of the Hamrock Isles, now serves his god, Oromis. An anxious man by nature, he isn't made of the strong stuff of generals and warriors. Aged 51.
Kurdan Sokolov (Deceased): A dwarven sellsword and leader of the Kurdan's Sabers mercenary company, served the remnants of the Empire of Tolos for several years, led his men on a "foraging excursion" that resulted in the destruction of Whitestone Village in the year 3464, killed Eldrath Tavellan and destroyed his farm but spared his daughter's life, Myranda became Kurdan's "lucky charm" and came to view him as the father Eldrath had never been, was wounded during the Battle of Ursol's Spine in 3550 and lost an eye during the conflict, managed to recover from a severe fever brought on by his injuries, was killed by Myra during one of their morning sparring sessions, Myranda was covered in Kurdan's blood after this incident and became known as "Red Myra"
Oromis: Immortal God-King. Fought first against the Empire, died in battle. Reappeared, fought against the League, died again. Now returned to gather champions for a third go at world conquest. Wields the magical sword Reingunger.
Padric Roche: A Mardochian barkeep in the city of Taranidorn, owns the disreputable Loyal Hearts Tavern and claims to serve the finest ale in the Hamrock Isles
Pajaan "Goldenhand" Farimi: A Jadisi sellsword and member of the White Hands mercenary company, Myranda's former lover and second-in-command before he betrayed her at the Battle of Mervyn's Crossing, currently leads the White Hands and serves Clan Lord Alexandros Miridon of Nerwains, Myranda cut off his right hand during the Battle of Mervyn's Crossing, he replaced his hand with one made of solid gold, rumored to hold a sila stone known as the Stone of Memories
Reinald Amoxis: Margrave of the Giriballi province, which runs across the entire mountainous western border of the Empire. His main duty and concern is the defense of this region against Etruscan incursions. A martial man by nature, he has little patience for the politicking of the Imperial court. He is always on the move, besieging a castle or leading a raiding party. Aged 296.
Rusadir: An orcish warlord-turned-King. Conquered the diverse Etruscan city-states along the southern coast of the Timerian Sea, establishing a kingdom there that now bears his name. He is known to be both cunning and ruthless. Though he is not as physically imposing as one would expect of his kind, he has an intimidating aura of authority.
Thond "Sweet Thond" Kassis: A Jadisi thief forced into serving the God-King's armies after being caught by the Taranidorn City Guard, a skilled tiles player and a friend to Myranda Tavellan
Oromis crowned himself God-King on the Hamrock isles, and gathered around him the brightest men and women in the world to aid him in his goal, the complete conquest of all of Tverios, from the frigid north sea to the steaming jungles of Xochimilco. While in the islander capital of Taranidorn, he and his generals devised a plan, by which they would defeat the hated Etruscan League.
Oromis would land in Grandell with the greater portion of their forces. This would act as a diversion, drawing the Etruscan Prophet out from his capital of Tolos. With the City of Kings vacant, the illustrious Grey Wind company would seize it, before the foe could even know what was happening. The company's leader, General Claes Astra, knew she would need skilled subordinates to accomplish this task, however, and so she recruited Myranda "Red Myra" Tavellan, a veteran killer infamous in both skill and deed, into the Company.
As the plan was put into motion, and the Winds captured key territory in the lower reaches of the Etrusceia river, events of importance were taking place across the world. The orcish conqueror, King Rusadir, launched his own invasion of the southern human kingdom of Merida, and routed the Merdian army almost to a man in the bloody Battle of Capora.
In the east, the battered remnants of the old Tolosi Imperium conspired, and in the Etruscan capital of Tolos, the conniving nobility persuaded the Prophet to ride out and meet Oromis in battle, as a lone half-breed Tolosi monk escaped the city's dungeons, and was taken into General Astra's custody, along with his powerful ring.
Oromis would land in Grandell with the greater portion of their forces. This would act as a diversion, drawing the Etruscan Prophet out from his capital of Tolos. With the City of Kings vacant, the illustrious Grey Wind company would seize it, before the foe could even know what was happening. The company's leader, General Claes Astra, knew she would need skilled subordinates to accomplish this task, however, and so she recruited Myranda "Red Myra" Tavellan, a veteran killer infamous in both skill and deed, into the Company.
As the plan was put into motion, and the Winds captured key territory in the lower reaches of the Etrusceia river, events of importance were taking place across the world. The orcish conqueror, King Rusadir, launched his own invasion of the southern human kingdom of Merida, and routed the Merdian army almost to a man in the bloody Battle of Capora.
In the east, the battered remnants of the old Tolosi Imperium conspired, and in the Etruscan capital of Tolos, the conniving nobility persuaded the Prophet to ride out and meet Oromis in battle, as a lone half-breed Tolosi monk escaped the city's dungeons, and was taken into General Astra's custody, along with his powerful ring.
This RP is set at the return of the immortal Coromis, on the Hamrock Islands. Players will be his courtiers, advisors, and generals, who will lead his armies with the eventual goal of uniting the world under a single Emperor.
If you guys have any questions, I'll be in this chatroom as much as I can.