(Illgarythe's heraldry displays a stylized depiction of the nightlily; a flower native to the region which opens at night and closes during the daytime)
NATIONAL
-Government Type: Illgarythe's government includes a mixture of monarchical, oligarchical and democratic elements. It is a magocracy, with political power dominated by the sorcerer elite. Its executive power rests with a hereditary monarch called an Episkon and a council referred to as the Ephlarchy. The role of the Episkon primarily concerns judicial, military and religious affairs. Xe has the last say in the passing of legislation and may appoint any individuals xe finds competent to the Ephlarchy. The Episkon is considered to be Illgarythe's religious head, as well as the chief military commander in times of war.
Members of the Ephlarchy are drawn from Illgarythe's most learned mages. Ephlarchs may be appointed directly by the Episkon at any time, but there are seats reserved for each Senior Mystagouge in the city-state. The Ephlarchy is the most powerful political force in Illgarythe, next to the monarch. It can create laws and appoint new monarchs if they leave no heir. However, those nominated for the position may not already be a member of the Ephlarchy. The Episkon has the ability to overturn legislation that the Ephlarchy suggests. The Epharchy also is responsible for monitoring the Diakonarchy.
The Diakonarchy is tasked with the bureaucratic matters of Illgarythe. It holds little political power in the face of the Ephlarchy; however, it tends to back the decisions of its upper house counterpart. It consists of publicly-elected representatives.
-Currency: Illgarythe uses a currency called ℘ragon's Heads, which is common between Vrent, Yeodrothan and itself.
℘ Farthing: Lowest denomination ℘
℘ Halfshield: five farthings ℘
℘ Shield: two halves/ten farthings ℘
℘ Groat: five shields/ten halves/fifty farthings ℘
℘ Tower: two groats/ten shields/twenty halves/one hundred farthings ℘
℘ Blood: five towers/ten groats/fifty shields/ one hundred halves/five hundred farthings ℘
Illgarythe is situated on the west coast of the isthmus, north of the Kyrphos River. The surrounding region is dominated by low-rising hills and uneven terrain. The region has a Mediterranean climate - summers are hot and dry, whereas winters are rainy and mild. Snowfall is rare and not typically seen this far west of the Dragon's Teeth.
Illgarythe is built at the top of a sturdy plateau, which slopes in the middle on either side. The bottom of the plateau touching the Kyrphos River has a natural cavernous opening, into which the city-state's harbor is built. Tunnels connect this cavern to the plateau's surface.
The city-state's spires stab into the sky; above which throbs a perpetual, aurora-like mass of colors. The shades are ever-changing, and some sorcerers practice a form of divination using the hues and shapes above to glimpse at the future's possibilities. The reason for this is not known, but it is theorized that raw magic happens to be strong in this section of the isthmus.
Every structure is wrought from stone: tall, phallic towers of varying height that dot the city-state. The interiors of Illgarythe's structures are dazzlingly bright. Alabaster-white stone lines the walls and floor, inlaid with golden tiles and trimming that compose elaborate patterns. Illgarythian architecture emphasizes tall ceilings and liberal use of columns. The streets are kept lit by rows of man-sized crystals, suspended several feet from the ground by magic.
-Buildings of Interest:
RACIAL
-Majority Race: Illgarythians
-Majority Race Appearance: Illgarythians are a race of humanoids that appeared in the west of the isthmus many centuries ago. They have distinctive knife-like points at the tips of their ears. They stand at six feet on average, the shortest of them not below five and a half and the tallest not beyond seven. Illgarythians have relatively gaunt faces, characterized mainly by their prominent cheekbones and strong jawlines. Their eyelids are narrow, containing irises of varying color, but usually having earthy tones. Their skin complexion resembles a light, olive tone. Naturally, their hair grows lank and color ranges from blue-black to dark brown. It is fashionable to either shave their heads or weave their locks into intricate styles. Illgarythian sexual dimporphism is comparable to humans, however their facial features are slightly more androgynous. The males typically have more prominent ear tips.
-Majority Race Characteristics: See Cultural Notes.
-Minority Races: Ventus, Humans, Agarhin, Other
-Minority Race Characteristics: Full citizenship within Illgarythe is confined to its parent race. Humans formerly living in Illgarythian territory were defeated and enslaved long ago. However, they were given subordinate roles within Illgarythian society comparable to serfs. As a low-class people, the descendants of these conquered folk are relatively privileged; they are allowed religious freedom (with the exception of Justiniansim), the ability to marry, and they are allowed keep close to half of the goods produced from their labor. A surprising number become wealthy enough to buy their freedom. This social group is called the Doulotati.
There are free minorities living within Illgarythe; usually these are travelers from abroad, descendants of refugees that fled the Ableon Empire, migrants, etc. While not citizens, these peoples are granted ownership of property and may enroll in the military, however cannot participate in political affairs or marry Illgarythians. They are otherwise treated as equal members of society. Most are Ventus, Agarhin or humans. Free non-citizens are called Parakletans.
RELIGION & MAGIC
-State Religion: The official state religion of Illgarythe is called Lihanism. It is an offshoot of Uwanism, or the Old Ways, that reveres the moon goddess under the name Lihane. Lihane's holy symbol is an eight-pointed rune; each point symbolizing a phase of the moon. She is credited with enabling mortals with magic, as well as guiding individuals along their life paths. She is associated with change and evolution, growth, the passing of time and journeys. Because the moon is always changing phases, Lihane is said to be fickle and capricious, but always on the side of her followers.
-Religious Information: Illgarythe's Episkon is treated as Lihanism's chief priest. Xe is not a saintly figure, as the religion does not recognize them. The Episkon performs most ritual duties during religious holidays and leads the city-state in prayer. It is also xe's duty to confirm the phases of the moon as they cycle.
Lihanism has an informal clergy: the Ekklestati. These are the stewards of the temple-arcanums within Illgarythe. The role is not confined to mages, but senior members of the Ekklestati usually are proficient magic-users. The most powerful of these are the Mystagouges, who oversee all temple-arcanum functions. Senior Mystagouges are automatically given seats in the Ephlarchy.
Lihanist temple-arcanums are equal parts centers of worship and centers of learning. Each has spaces for congregations to gather and libraries for research, as well as chambers for divination and sorcery. Many come to temples to practice magical craft under the tutelage of the Ekklestati. All have sacred calendars that chart the moon's cycles, and the Grand Observatory of Illgarythe's largest temple is used by the Episkon to visually discern the heavens.
-Religion Demographics: Most Illgarythians (by race) are Lihanists, and the religion is more likely to be followed by them than other demographics. However, a small number has turned to the Red Way as practiced in Vrent, or dabble with Yeodrothan's Blood of Varion. Other races usually stick to their native religions and this is tolerated, save for Justinianism.
-Holy Relics In Possession:
-Holy Sites Under Control:
-Magical Schools and Curriculum: (What forms of magic are common?)
MILITARY
A rank-and-file soldier’s armor consists of a lamellar or chain shirt, worn over a loose-fitting tunic. Fitted above these layers are segmented plates of steel, vambraces and greaves. Their conical helmets fully enclose the head and are often topped with some kind of ornamentation. The color or pattern of the tunic denotes unit organization.
Although shields, spears and swords have been integral pieces of a soldier’s equipment since the earliest civilizations, in this day in age huge priority has been given to gunpowder weaponry. Illgarythe maintains moderate stocks of firearms and about a third of its infantry is equipped with them. The Illgarythians have experimented with techniques to increase the effectiveness of their muskets, including sequential firing techniques to ensure constant streams of bullets, lacquerware boxes to protect the firing mechanism from rain, and measuring systems to allow for accurate fire at night by the use of strings.
Despite the lethality and damage to morale firearms are capable of, conventional arms are still a necessity. Two-thirds of infantry carry pikes or swords, and all carry a shield strapped to their forearm.
Illgarythe’s wild terrain negates some of the advantages of cavalry, so more emphasis is placed on blocks of infantry; yet this doesn’t completely discourage mounted warriors in its armies. The Illgarythians found that mounted charges were very devastating given the right battlefield conditions, and riders have the mobility to deliver support where it is needed. Illgarythe maintains a few distinct types of cavalry, detailed below.
A number of units are trained in the way of the saddle, but are also expected to fight as regular infantry if the circumstances demand. These dragoons are equipped for a variety of situations, carrying both sword, utility axe and musket. Dragoons are used for a wide variety of tasks, from supporting other formations of the army, to scouting, to guarding caravans outside the city. Their horses and equipment are not as splendid as dedicated cavalry, but this makes them cheaper to maintain.
The most prominent type of cavalry in Illgarythe's employ are armed with doglock carbines, swords and wheellock or flintlock pistols. These harquebusiers provide devastating charges, letting off volleys at close to point-blank range with their carbines and pistols before engaging in melee with their blades.
The heaviest cavalry, cuirassiers, are armored more thoroughly than their counterparts. They wear three-quarters armor, covering their head to the top of the knee. Like harquebusiers, they carry pistols, but no carbines, along with war picks and swords. A small number wield shorter demi-lances, but lances have been on the decline in recent years. Expensive and falling out of favor with the contemporary style of warfare, cuirassiers are few in number.
(Contrary to the reference image, shields are no longer in fashion with cavalry)
Illgarythe's main class of warship is constructed of pine for the hull and oak for masts and pegs. Plates of iron wind around the frame to protect it against arrows and cannon. These ships are simple in design, but structurally sound and well-suited to the rough tides of Illgarythe's waters. U-shaped hulls and flat keels enable them great range of mobility, able to change direction quickly at sharp angles. Sails both on the fore and aft can be easily managed by the crew so that their angles can take advantage of both adverse and favorable wind. The upper deck is manned by the soldiery, giving them a high vantage point from which to attack other vessels with arrows or guns. At the center of the ship is a simple tower, from which commanders relay orders to the crew.
The ships of Illgarythe's navy are not as numerous as those of the Ableon Empire, although the Illgarythians make up for this shortcoming with individual strength. The ships of the line in its possession are among the finest on the isthmus and carry a hefty complement of artillery.
Warships are armed with different types of cannons, varying in caliber and capable of firing different kinds of projectiles, from round shot to great, iron-finned darts. Such darts are favored ammunition, as they have much greater accuracy than cannonballs while capable of the same destructive power against other vessels. Stationed on the upper deck are smaller breech-loading swivel guns, manned by a single soldier. The Illgarythians utilize a unique loading method to achieve greater range and penetrating power by using wooden blocks and paper as wadding.
Illgarythian artillery is commonly used onboard ships, but is just as prevalent as defensive measures in fortresses and on land.
NATIONAL DRAMATIS PERSONAE
-Episkon: Lethadia Araelean
-Notable Ephlarchy Members:
-Notable Diakonarchy Members:
-Notable Ekklestati members:
-Other Persons of Interest:
CULTURAL
-History:
-Historical Relations and Grievances:
Ableon Empire & Vrent: The city-states of Illgarythe and Vrent have stood together against Ableon throughout history. In YD 75, the two established a mutual-defense pact, successfully deterring Imperial interests in the west of the isthmus. In 2 YL, a massive Imperial offensive forced them to defend the isthmus on both land and sea. Illgarythe barely managed to break Ableon's blockade, but it lent its army to break the siege of Vrent and drive the Imperials back. The two city-states have been close allies and trading partners since.
-Cultural Notes: Illgarythians, especially the wealthy, are diverse in their appearances and mannerisms. They strive to maintain unique impressions, most noticeably in their choice of dress and grooming. Very few outfits will look exactly alike, and they range from fairly modest to unabashed in what they reveal. Gaudy jewelry pieces are prized for presenting interesting geometric motifs, often worked into hairpieces. Piercings are not uncommon either, many of which actually hold attire in place. Yet for all their pomp, Illgarythian dress varies little in color palette. Most garments are trimmed in gold threads with fabric of either black, white, muted shades of warm hues, purple, or a combination of these. More attention is given to the silhouettes of the clothing against bare flesh and the luster of ornamentation.
NATIONAL Capital: Xub'Roth Government Type: Xub'Roth is ruled over by the senior members of the Shrouded Priests, the clergy of the Nameless Cult in Xub'Roth. The highest authority in the Cult is the Shrouded King, who combines the roles of monarch and high priest into a single position. Though the Shrouded King is the highest authority in the land, he is assisted in the running of Xub'Roth by a body known as the Elder Conclave. The Conclave is a group of Shrouded Priests, traditionally only older and more experienced individuals, personally appointed by the Shrouded King to advise and aid him in area of their expertise.
The governance of the smaller settlements of Xub'Roth is usually left up to the decision of the Shrouded Priests living there, electing one of their number to serve as the ruler and arbitrator of the settlement. However, the Shrouded King may intervene and appoint an individual of their choosing to rule the settlement. This, however, is usually only done in extenuating circumstances and usually the Shrouded King respects the local priests' right to choose their own local leader. Currency: The basic currency of Xub'Roth is the mi, a small and square coin made of gold. There are other coins of both lesser and greater worth, but their value is based around that of the mi. Population: 110,000 Unique Trait #1: Unique Trait #2: Unique Flaw #1: Unique Flaw #2:
GEOGRAPHICAL Major Towns/Colonies: The largest settlement in Xub'Roth is the city that also hold the name of Xub'Roth. Located near the center of the ruined Xub'Roth, it is composed predominantly of building restored and built up from the ruins around what appeared to have been a palace in its heyday untold aeons ago. It is the largest settlement within Xub'Roth, its winding and labyrinthine streets being home to nearly half of all people within Xub'Roth. The most notable landmark is the restored palace complex where the Shrouded King dwells, but there are also numerous temples to the Nameless Ones and Monasteries in which the Shrouded Priests dwell.
In addition to Xub'Roth there are numerous settlements within the ruins of Xub'Roth. The largest of these are made up of restored stone structures much like the city of Xub'Roth is; the smaller and poorer settlements usually make do with flimsy wooden structures build over and around the ruins. The most important of these settlements are the mining towns along the western mountain-side of Xub'Roth's plateau. They exist primarily to extract the mineral wealth from the mountains, especially the precious metals and gems that can be found there. In addition, many of them have terrace farms along the slopes of the mountains, making them one of the few places which are able to produce food within Xub'Roth. Major Castles/Fortresses: Xub'Roth has several major forts along its borders known as citadels. The citadels are all restored forts along the ruined outer wall of Xub'Roth, which runs the entirety of the ruined city's cliff side. Though most of the wall itself has fallen into disrepair and large chunks of it barely exist, the restored citadels are complexes based around a central keep. Though their main purpose is to keep a watch out for enemies who may be approaching, and to light great signal fires to warn the rest of Xub'Roth if they do see any. Additionally there are several smaller forts as well, but they pale in comparison to the citadels. Buildings of Interest: Within Xub'Roth there are several impressive pieces of architecture, though most of them have been restored from the ruins. The first of these is the Palace of the Shrouded King, oftentimes just referred to as the Royal Palace. Located in the center of the city of Xub'Roth on a hill looking over the rest of the cities as well as the ruins surrounding it, the Royal Palace can be seen from all but the deepest parts of the city. It consists of several immense and massive stone walls, which enclose a sprawling complex of temples, monasteries, houses, and gardens. The Palace proper is the largest of these buildings, and is home to the Shrouded King and his family. In addition, rumour has it that a mysterious object of immense power lies deep within the bowels of the Palace of the Shrouded King.
In addition, there are several massive and towering temples dedicated to the Nameless Ones throughout Xub'Roth. Though the monasteries of the Shrouded Priests are spartan and plain, the temples are built as monuments to the majesty and glory of the Nameless Ones. And all of these also hold the catacombs where the dead of Xub'Roth are interred. While in small settlements the temples are more modest and the catacombs small, in larger settlements the Temples are often the largest and most grand structures in the city with catacombs that expand into a maze of tunnels where the uninitiated are liable to get lost and join the dead around them. Geographic Features of Interest: The entirety of Xub'Roth is located on a major geographic feature: a great plateau jutting out of the side of the mountains. The plateau is bordered on one side by the mountains of the Bones, while on the other is a great cliff that drops off into the foothills at the Bones' base. In addition, there is a massive river that runs through the plateau, and thus the ruined city, bisecting it in two. It begins high in the mountains and enters the plateau through a great waterfall on the mountainside edge and exits the same way on the cliffside edge. Territory Description: Xub'Roth is a city located within a massive complex of ruins far larger than any other city in the world. Where other nations would have untamed wilderness, Xub'Roth has crumbling roads and buildings, decaying from age and overgrown with all manner of plant life. The actual inhabited city of Xub'Roth is located near the center of the ruins, with smaller inhabited areas being spread throughout the ruins. Because of this, there is next to no arable land in Xub'Roth and they rely almost entirely on imported food to sustain their population. However, almost to offset this the mountains that are encompassed by Xub'Roth are very rich in gems and precious metals. And these same mountains provide an impressive defensive barrier to any would-be invaders; any attacking army would need to fight their way up the citadel-guarded cliffs or cross down from the mountains. And once then, they would need to fight their way through the dense, crumbling ruins. However, Xub'Roth is incredibly easy to siege as a result of their need to import nearly all their food.
RELIGION & MAGIC State Religion: The Nameless Cult is not only the state religion of Xub'Roth, the Shrouded Priests control the government of Xub'Roth. They are lead by the Shrouded King, who is a descendant of the great Prophet who lead his followers to Xub'Roth and founded the modern state among the ruins. Religious Information: The Nameless Cult is a religion based around the worship of a plethora of deities known as the Nameless Ones. The Nameless Ones are so named because they have no names and no forms; they are more a divine force than they are a pantheon of gods. Their priests do not differentiate between any individual Nameless Ones, as there are no individuals to differentiate between and so are always worshiped together as a group. There are a number of different Rites and Rituals that their priests perform in order to placate and honour the Nameless Ones, though they can differ from region to region and some can be more savage than others. The Cult itself has no specific code of morals that its cultists must follow, aside from worshiping and honouring the Nameless Ones and their glory.
The Nameless Cult's view of other religions is generally the same. They do not outright deny the existence of other Gods. However, they view all of them as inferior to the Nameless Ones. They view Justinian, however, as nothing more than a worthless pretender leeching power from those who have true power. And as a result they tend to view Justinians in a worse light than the followers of
other religions. Religion Demographics: The vast majority of Xub'Roth's population are member of the Nameless Cult, if only laymen. However, the Shrouded Priests do not actually ban other religions from being practiced within the confines of Xub'Roth. However, they were not allowed the rights to public places of worship or to proselytize within the nation. As a result, these individuals are a small minority. Holy Relics In Possession: Any of the objects associated with the Shrouded King, and thus the Great Prophet Kalumum, are considered holy relics by the Shrouded Priests. In addition to items such as his Scepter, his Shroud, his Crown, and the like it also included the mummified corpse of Kalumum himself, located in the deepest depths of Xub'Roth's catacombs in a location only a handful of individuals are privy to. Holy Sites Under Control: The city of Xub'Roth itself is considered a holy site for the Nameless Cult, as it was the place that the visions of the Great Prophet Kalumum lead him and his followers to. Magical Schools and Curriculum: There are no specific schools of magic within Xub'Roth. Magic is not viewed as anything akin to a science by the populace of Xub'Roth. Instead it is viewed as a Gift from the Nameless Ones, and that to access its power one must be chosen by the Nameless Ones as a vessel for their might. Prayer, devotion, and faith are the paths to which magic can be acquired from the Nameless Ones.
MILITARY Military Details:
NATIONAL DRAMATIS PERSONAE Head of State/Monarch: Shrouded King Iddin-sin go'Kalumum Ruling Dynasty: House go'Kalumum Military Chief: Grand General Ah-Imitti Zuzu Religious Head: Shrouded King Iddin-sin go'Kalumum Persons of interest:
CULTURAL History: Historical Relations and Grievances: Cultural Notes:
-City/Realm name: Vitium -Flag/Banner: A black silhouette of a wine jug on a background of purple
NATIONAL -Capital: The Regal District -Government Type: Unbalanced “Monarchical Republic” -Currency: copper mint, silver mint, gold mint -Population: -Unique Trait #1: Rich and Famous: As I said, rich.. very rich.. famous.. very infamous -Unique Trait #2: Fleet worthy! This port city's waters are brimming with hundreds of ships for various reasons. -Unique Flaw #1: Don’t cage the party: This city has no walls. -Unique Flaw #2: Badges.. we don’t need no stinking badges! Or a proper military… You’ll find little in the way of war here.
GEOGRAPHICAL -Major Towns/Colonies: Please describe any smaller cities, towns, villages, or colonies under your city's control. -Major Castles/Fortresses: -Buildings of Interest: House of Pride (home of the King), The Blood Temple (giant gothic style cathedral) -Geographic Features of Interest: -Territory Description:
RACIAL -Majority Race: I have no idea, they had sex with so many things for so long, I imagine their genetics defaulted to classic human. The hybrid of hyrbids, humans I suppose. -Majority Race Appearance: All sorts! -Majority Race Characteristics: -Minority Races: (If any) -Minority Race Characteristics:
RELIGION & MAGIC -State Religion: -Religious Information: -Religion Demographics: 30% Blood of Varion -Holy Relics In Possession: -Holy Sites Under Control: The Blood Temple -Magical Schools and Curriculum:
MILITARY -Military Details:
Main Forces: I suppose if the brainless mob gets angry enough they might throw a stone or two.. maybe a pitchfork. War strategies and tactics: Topless Debates and Diplomacy
Just in case forces:
There are three thousand well armed halberd, sword carrying guards that serve more as the city bouncers than anything else, and are more than happy to let the Convention settle disputes on higher scales.
The main purpose of this standing force is to enforce Convention rulings and to help the King escape the swarms of Hedonists on occasion.
The Grogar Guard: These nomadic uglies have settled Vitium valleys to work the plentiful land for food, and in return they grant the generous Vitium politicians aid militarily, very efficient strong armed aid,
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: King Dion Monte -Ruling Dynasty: Monte -Military Chief: Commander Absolon Boudroux -Religious Head: High Philosopher Guy Bonnaire -Persons of interest: Seclude Leroy Duvall, Pimp Daddy Jones the Bones
CULTURAL -History:
Vitium: (A harlot history)
There is much debate on how the city was founded, however a popular myth has been accepted as the truth for it's heritage, as well as the founding of it's monarchy's authority. The city first appeared long before the most famous scholars of the region on the spine wrote thier histories and humanities on the people and cultures of the spine; however the first mention of Vitium's obscure founding is found in one of the earlier histories by such a scholar sometimes criticized for romanticizing his facts. He so wrote:
" The High rising towers of pleasure of Vitium that is seen far out into the southern seas is said to have humbly formed from an argument of brothers. The latter of the two, or rather the youngest being secluded and excluded exclusively from the joy and fun the older brother would muster up among the farmers of the region,
Out of spite the young man left home, after robbing his brother blind, intent on founding his own place of fun and pleasure thus setting the tone for the now bustling city of Vitium and his lineage creating the famed monarchy that holds double vote (as opposed to a district senators 'one') in the cities "democratic " conferances of law and administration"
Whatever may have been the birth right of Vitium, it stands tall and proud in asserting itself as the original land where desires are met, and the weary traveler becomes a king among joy. The port city grew quickly and ammassed a great wealth in very little time, from crafting the minerals to the north into items of luxery, to sucking in the business of surrounding farmers into the cities oldest district: that of nudity and prostitution.
A clinical turning point in the cities growth came in the form of a conferance, called to determine a solution for the massive birth rate in the oldest district. After three days of debates, and a victory only coined by the double vote of the contemprory king: a solution was formed.
Bastard children of the prostitutes that were left unclaimed were immeditately seized by the city for "resale" into the already swelled slavery trade that funded most of the cities dens of gluttony. Abortion was outlawed, and contraception was seen as unmanly and effemminate, thus giving a great economical boost to the trade of sentient beings in the region Vitium dwelled, and opening relations for intracity trading; Most notably: Zar Dratha.
-Historical Relations and Grievances -Cultural Notes:
Vitium is a land of great decadence and pride. However, it is not frowned upon in this massive city to indulge in hedonistic desires, but rather encouraged. It isn’t hard to find the appropriate places to satisfy primal desire and pleasures here and having your excess fill on any sort of lust is made rather easy by the very common and large houses of different sorts of pleasure.
For example, one of the largest brothels of the spine is located in a very special district of the city, where clothes are indeed optional. This massive display of sexuality holds something for everyone, and not necessarily in the singular form, but perhaps plural.
Another great example are the numerous feasting halls and banquets that have convenient pukatoriums nearby to empty that stomach for seconds.
To add to feasts of the stomach and flesh, there are also feasts of the eyes and action. As an entire district in the city is dedicated solely to violence and combat sports.
Economical notes:
Vitium is dead center between fertile valleys to the east and west, a flourishing sea to the south, and mineral rich hills to the north. Agriculture is a booming market in and around Vitium while the sea provides an extra kick on food supplies and the coveted salt. Minerals to the north also aid the famous craftsman of Vitium to function and form creations for the masses to greed and covet over while the gold comes pouring into the main body of the city, but despite this almost miricle location, there is one other function of economy that keeps Vitium aristocrats richer than most, and it’s not just because the lack of funds towards a military or many services provided in the city.
Slaves. Vitium “produces” slaves through an enacted law by the convention(senate) that states that all unclaimed children born by one of the many prostitutes, and companions of the city, becomes city property and is fit for selling, which is often the case, to local and outer city venders. With abortion stated as inhuman in the same law, most babies of the brothels become quick cash for the magistrates, and there is little shortage in this city of desire.
Imports: Raw Material(Metal,stone,gems) Productions of Yearning Luxury items Exotic animals Exotic Slaves Exotic goods Exotic foods Drathan narcotics
Condition of the Conference
King Dion Monte (2 votes)
He is on the more viceful side of Vitium; standing for everything you think Vitium is. Expert coin rubber and very interested on monopolizing Yearning.
Slavery: Pro Hedonism: Pro Imperialism: Anti Yearning: Pro Varion: Pro (as long as a few tithes make it his way now and again) Zar Dratha: Pro Yeodorath: Pro Vice: Pro Virtue: Anti Corruptivity level: High Bribes: Acceptable Military Opinion: Unnecessary, have the Grogars do it. Bone Cult: Pro Influence Level: Very High
Pimp Daddy Jones the Bones (1 vote, highly respected and handles a lot of pull)
This man is one of the greatest and most influential hedonists of the conference and top magistrate of the oldest district. He is also worshiped as the head deity in the Bone Cult.
Slavery: Pro Hedonism: Pro Imperialism: Anti Yearning: Pro Varion: Anti Zar Dratha: Pro Yeodorath: Pro Vice: Pro Virtue: Anti Corruptivity level: High Bribes: Acceptable Military Opinion: Couldn’t hurt to have some stabby to back the Conference Bone Cult: Pro Influence level: Very High
Seclude Leeroy Duvall(1 vote, looked down upon)
He is against most if not everything the city of Vitium stands for, and instead challenges the conference to see to the seven virtues rather than the lustful vices. He often fights for the abolishment of Vitium’s oldest institutions and laws.
Rumors of his close connections with an unnamed higher authority in the Vitium guard has kept him alive and the survivor of eight assassination attempts. This phenomenon has gotten some other magistrates worried about his tendency to stick around despite being the only magistrate, and possible person in Vitium that sees things in this way.
Slavery: Anti Hedonism: Anti Imperialism: Neutral Yearning: Questions it’s processes with extreme criticism Varion: Questions its legitimacy of cleanliness but enjoys the hospitals Zar Dratha: Questions it’s morals Yeodorath: Neutral Vice: Anti Virtue: Pro Corruptivity level: Extremely low Bribes: Unacceptable Military opinion: Pro Bone Cult: Anti Influence Level: Very Low
High Philosopher Guy Bonnaire (No vote, but insanely influential in the Conference.)
-Even more viceful than the famed king, and corrupt to the bones as he fights for whatever gives him pleasure and riches. He is often looked to as the head of Hedonism and second only to the king in the Kleptocracy.
Slavery: Pro Hedonism: Pro Imperialism: Anti Yearning: Pro Varion: Pro Zar Dratha: Pro Yeodorath: Pro Vice: Pro Virtue: Anti Corruptivity level: To the Extreme Bribes: Yes Military opinion: Yes, crush all competitors in the market Bone Cult: Pro Influence Level: Very High
Capital:Shevaxisi-Torand Sil The land where light cannot reach, and darkness can never leave
Capital Population: 3,726
Type of Government: Theocratic Monarchy, where the royal family's rule is enforced by a rigid caste system and the religion of the Dominion.
Currency: There is no currency beyond the merit of one's actions within the Dominion, and that merit being based upon what an individual provides for their fellow Tarix-Na.
Other Major Settlements:Keranis-Shul Keltaric That which dwells in the twilight of death
Less a city, and more an always moving place of pilgrimage. The place known as Keranis-Shul Keltaric is always in constant flux with the ebb and flow of Tarix-Na civilization, and any place that could be considered a place of the dead would be such. These places are highly revered by the people of the land, and as such are barred from any travelers that are capable of braving the lands of the Tarix-Na.
Landscape/Wildlife:
The lands of the Dominion vary between heavily forested areas and blasted wasteland, with the former abundant on the coasts and southern peninsula, while the latter is sporadic among the central regions. While similar in some aspects to the plant life beyond the straits, the plant life of the Dominion is very different. Primarily a fibrous life form made of sulfur compounds, the plants of the land operate on a similar cycle to the native fauna. Photosynthesis largely depends upon UV light to fuel the internal processes of the plant, and enable it to break down cyanide gases into ammonia and complex hydrocarbons, both of which are released into the air in a similar manner to the more common plant beyond the Dominion. Native herbivores take in the sulfur rich fibers of the plants and break them down into compounds their own bodies synthesize to construct their tissue and bones, tissues which are then consumed by carnivorous animals and processed in the same way. In large part, the Dominion acts as a separate ecosystem, vastly different from the surrounding lands, yet eerily similar. One of the most important plants to the Dominion is the Harkti bush, a shrub that produces foliage that is capable of trapping oxygen within it's fibers and filtering through gases which the Tarix-Na can breathe. Drying the leaves allows longer use of the plant, as well as enables the Dominion to store supplies of the plant for long journeys. Using this plant, the people of the Dominion are able to leave their lands and travel the world for so long as they have a supply of the Harkti bush's leaves.
Name: Tarix-Na
Classification: Sentient
Species Description:
The Tarix-Na are a species of humanoids native to the deadly forests of Tarixis-Narikuli, one that is possibly related to the Lorghesi species who also inhabit the lands. They are an upright vertebrate hexapod, distinguished by their primary set of legs upon which they typically stand and move about, their primary set of arms which they use to manipulate and project force, and their vestigial arms located along the sides of their torso. In regards to the legs of the Tarix-Na, they are reverse-jointed with hooved feet, the hooves themselves made of a highly dense material in similar makeup to stone, though has been unconfirmed if that is the actual material. The legs of the Tarix-Na are their primary source of strength, with the average member of the species capable of delivering blows with their hooves of up to 300lbs of force per square inch, as well as enabling the average member to lift five times its own body weight. Upper-body wise, only the upper pair of arms are capable of lifting significant weight, or exerting force in a way similar to other humanoids due to their disadvantage in having only three fingers and a thumb per hand. On the other hand, their vestigial arms are not quite useless. Normally kept folded across their chest, the vestigial arms are commonly used to assist the upper pair in tasks that need a steadying hand, or in some cases they are used for tasks which do not require immediate attention. It is a common sight to see a Tarix-Na engaged in carving with his vestigial arms, while he is also utilizing his primary arms for more labor intensive tasks. The Tarix-Na are also curiously lacking in vocal cords, instead possessing a series of thin bony plates within the throat which are vibrated to project an audible hum, or clicked together through the muscles of the throat. This results in a highly complex language, and a high-degree in difficulty for the average member to speak other languages.
Another distinguishing factor for the species is both their deep-red skin tone, and the varying degree of horns the typical male grows from their skull. These horns vary depending upon region, and familial line, though for the most part the horns are very similar to the antlers of common deer and can branch out to up to thirteen points. Lesser Tarix-Na grow horns more similar to the common ram, or mountain sheep, with the curvature of the horns denoting their status among the commoners. A steeper curve lends the male a role as a sort of consul, while shallower curves tend to leave the male as more or less, a commoner. Skin tone also denotes status among their fellow Tarix-Na, as deeper shades of red are found more appealing, while lighter shades tend to result in the individual being outcast from society. Rarer tones shift over into the burgundy and violet hues, with very few ever being born of a blueish tint. These individuals are typically taken up by the religious caste and taught the ways of their forests, though it is not unheard of for such an individual to be adopted into the royal family.
Biologically speaking, the Tarix-Na are quite different from their humanoid counterparts of elves, dwarves, and humans. The chief factor which separates them from other humanoids is their inability to breathe oxygen in the same quantities as other the creatures of the world outside their lands. They breathe a mixture of ammonia and methane-based gases which are secreted by the plant life of the forests they inhabit, a mixture which is processed into needed hydrogen by a large singular lung which forms a semicircle within their torso cradling the tri-valve heart which pumps a mercury-based solution throughout their bodies. Part of their respiratory system is also the conversion of naturally created carbon and the discarded nitrogen into cyanide gas, which is then exhaled from the same air ways which take in ammonia and methane. The diet of the Tarix-Na usually consists in sulfur rich animal tissue or plant tissue, both of which are in abundance in the forests of their lands. This sulfur, once digested into the body, forms the building blocks of their bone-structure, as well as fuels the metabolism and gives the body the ability to breakdown other chemicals. Oxygen is one element which the body is incapable of bonding with other molecules or elements, and so is often processed through an organ very similar to the human liver, though in this case the oxygen is pressurized until it is a liquid, and then forced from the body. Despite being able to excrete this chemical, the liver of the Tarix-Na is not fully able to rid itself of the element, and the oxygen which is left will often crystallize inside the organ over time
Most Tarix-Na will live to anywhere between 50-175 years in age, though this is primarily due to a host of diseases and parasites which begin attack the body of the Tarix-Na once they reach this age range. The reason that they suddenly become susceptible to existing disease and parasites, is because at that age most Tarix-Na will find their livers failing from the build-up of oxygen through the years, and be at the point where oxygen is starting to deposit in other areas of the body. One of the most common disease which strikes the Tarix-Na is that of the dreaded Shelvorak, a disease which gradually necrotizes the vital organs of the infected until they finally die of brain-death or drowning in the liquefied tissue that has built up within their lungs. Those who are afflicted with the disease are highly feared by the community due to the communicability of the disease to those who are not as advanced in age, and it is not unknown for entire regions of the forest to go suddenly silent after a single Tarix-Na became infected. In terms of lifespan unaffected by disease or parasite, it is completely unknown exactly how long a member of the species can live, with some records telling of individuals living for hundreds of years, and one remarkable case even living to a ripe six-thousand.
Lanuages:
The language of the Tarix-Na is a unique one, in that while they do have something similar to such a thing, it varies into a host of different forms that makes it nigh-impossible to learn from outside the species. The closest thing that could be called a "Common-Tongue" for the species is that of Kelto a bipolar mixing of both submissives and dominant commands and acknowledgments to commands. This leads the Tarix-Na to be rather blunt when dealing with each-other and those rare outsiders they are able to communicate with. Other forms of language within the species commonly used is the form Shekto which has been very loosely translated to mean emotion or intent. This form is most often used to convey feelings or intentions which are not expressible through Kelto, or which may be improper to express through Kelto. It is a common use of Shekto to express a desire for someone to do something, but in a way which is not leveled as a command, a trait of the languages of Tarix-Na which seems to fail to find its way into Human-Tongue. Rarely among the species will one find themselves keen to learn a language that goes beyond the bounds of the species, though these individuals have found themselves highly useful in the dealings with outside nations. While the average Tarix-Na is highly intuitive with communicative languages, they are well known to struggle with grammatical structure and due to the nature of their primary means of communication, they are highly prone to run-on sentences and lack punctuation in their speech. This is primarily because they only emulate the speech of other sentients by vibrating the plates in their throat to certain pitches that mimic spoken words.
In terms of written language, the Tarix-Na's main form of writing is a highly complex runic system which to date has been found to consist of nearly seven-hundred thousand characters. To what degree the language actually extends to is completely unknown, as is the depth of knowledge the average Tarix-Na understands. In most cases, the religious and royal castes are the members who are the most knowledgeable, with many capable of independently identifying up to forty-seven thousand characters, while the commoner castes are rarely able to identify six-thousand. Curiously, nearly all of the characters that the commoners are able to identify are characters which the royals are incapable of identifying, while the religious caste is capable of identifying all of the characters that both royal and commoner castes are capable of identifying.
Religious beliefs:
The religious ways of the Tarix-Na are equally as strange as their language and biology, with differing regions playing host to separate deities of the pantheon under a belief that both life and death is to be highly revered. Life is perhaps the most understood of their beliefs, in that the Tarix-Na believe in the preservation of the natural world under any but the most stringent of circumstances. This is thought to be because of the bizarre rituals of death the species partakes in, where they will lay the dead upon freshly turned soil and plant saplings within the cavities of their torso, only moving on from the grave once the sapling has fully taken root. With this ritual, it is believed that the reverence of life and death comes full-circle, and paints a grim picture of the lands of Tarixis-Narikuli, for the species has lived within that poisoned forest for quite some time, and has seen rises and falls of its population just as the other sentients of the world. Beyond this, they species commonly worships gods depicting aspects such as the seasons, weather, cycles of the moon and sun, as well as varied other aspects.
Military
For all intents and purposes, the Dominion has no military, and has never had a military. The people of the Dominion have never found need or want to engage hostilities with another species or nation, and as such are not versed in the ways of war. The closest thing the Tarix-Na have come to a fighting force is the hunters which roam the forests to hunt wild game in order to provide meat for the populace.
-Head of State/Monarch: -Ruling Dynasty (If applicable): -Military Chief (If applicable): -Religious Head (If Applicable): Important People: The only individual who has weight outside of the Dominion is the Tarix-Na known as "Hel", a member of the royal family who has come to learn the common-tongue of the outside world.
-History: (I will add key historical episodes to the history timeline above.) Relations with other races:
Never moving far from their lands, the people of the Tarix-Na are wary of outsiders, though are quite amicable once they have come to know an individual. As a species, they are well known for their passive behavior towards known people, and commonly gift their works to those they have become close to, many times without any reason for such a gift. War and hostility has never been known to be associated with the people, the species preferring to retreat within their forests until hostilities have passed, and known to bear a great sadness that their biology is toxic to other humanoids.
Influence and relations: The Dominion is largely isolationist, and therefore holds few ties to other nations, and has little influence on world events.
Social dynamics:
The Dominion operates on a caste system, determinate on factors such as skin-tone and the horns which males grow atop their heads. At the top of the caste system is the Royalty, a family of supposed pure-blooded Tarix-Na who have run the multitude of settlements for thousands of years. Just below them is the religious caste, a society of priests and monks who practice a nomadic lifestyle that enables them to reach all of the people of the Dominion. Finally, at the lowest level of the caste system is the commoner caste, those who practice the ways of the land and a hunter-gatherer lifestyle. It is the commoners who are responsible for a majority of the food production of the Dominion, as well as taking part in various other economic activities.
Art:
More so a hobby than an actual trade, the Tarix-Na are adept at carpentry, and carving in general. Even the least skilled of the people are capable of working the wood of the native trees without the use of nails or other binding agents, and master-craftsmen are known for their ability to make the most out of a single felled tree. This skill carries over into carving, where the people are able to carve figures without the aid of tools beyond a carving knife, and are able to intuitively know where and how to cut in order to produce the desired shape. A well carved item can range anywhere from intricate scripting upon a talisman, all the way to a perfect recreation of another being in wood.
Law:
In their society, the Dominion carries little in terms of written laws, choosing to rule according to the law of the people. This leads to a greatly minimized presence of law within the Dominion, as the only things which merit punishment are actions which will bring harm to another individual or the community in any way. Theft is one such crime, and is often dealt with by way of forcing the individual to work for the offended party until the debt is paid. This is a common theme among the Dominion, in that they only punish an individual in accordance to the damage they have done, and the only exceptions are the crimes of murder and dishonouring the dead. Despite the weight of these individual crimes, it is against the ways of the Dominion to revoke the rights of another being to live, and so such crimes are nearly always repaid by a life of service to the family of the offended party. In the case of an offended party either having no family, or the family being unknown, or even the offended party being unknown, the accused is serviced to the religious caste until they have been found redeemed by the gods.
NATIONAL -Capital: Lorrhaven -Government Type: Technocratic Meritocracy -Currency: Ostvinberg Marks -Population: 870,120 -Unique Trait #1: Mountain Keep - As much of Ostvinberg is underground and in a mountain, attempting to seige it is an absolutely monstrous task. The location is highly defendable and has many natural and constructed defenses. Additionally, there are an innumerable number of subertainian tunnels which can be used to ferry troops, supplies and lead ambushes from.
-Unique Trait #2: Epic Craftsmen - Ostvinberg boasts the best craftsmen around, not only able to create masterwork items, but an epic city. Intricate stoneworks, colorful jewels and legendary
-Unique Flaw #1:
-Unique Flaw #2
GEOGRAPHICAL
Ostvinberg is a city built into the Valinitine Mountain on the Dragon Spine. The air is cold and the snow is heavy at the peaks and visitors note that for much of the year, its seems to be stuck in an endless winter. However, once you get to the foot of the mountains, there are boreal forests which provide the wood, wild game and crops for the city. As such, many farming villages are situated on these fertile lands (by Ostvinberg's standards anyways).
The largest and most important part of Ostvinberg, Ustungard's buildings are built by digging massive holes straight down into the earth and carving into the walls or constructing structures. Think of the center of a cruise ship where there are multiple balconies or levels with a massive opening in the middle. Made of stone and in a mountain of course. There are many large, impressive statues that line the walls, aspiring archeicts and engineers often try to make them to show their skill and gain fame.
Industrial areas are generally located in caverns (natural or otherwise), their smoke stacks reaching to the ceiling and going out.
-Major Towns/Colonies: Ostvinberg Forgeworld -Major Castles/Fortresses: -Buildings of Interest: -Geographic Features of Interest: -Territory Description:
A cousin to humans, Homo Fatorious, or "Velfrites" exhibit many traits atypical of that of a bipedal human despite looking similar. The most notable difference between between us and our Velfrite relatives is how sharply bowed back their lower legs are, often giving the appearance of the "spring feet". These feet combined with natural altitude training make the Velfrite incredible runners, some of which are able to out run wild animals.
The second notable difference is in the face of a Velfrite. They are often born with simple geometric markings on their faces, most often cheeks or temples, in various shades of black and grey that seem to get lighter with age. Their hair is another point to mention as "streaks" or "highlights" of certain, vivd colors are often present naturally with males favoring warmer colors and females the opposite. Ironically, the "base" hair color is black or some version of it. A smaller detail to note is that Velfrite facial structures seem to be skinnier and sharper, a trait shared with their ears and is contradicted by small, rounder noses.
While they are no natural masters at arcane arts and magic, they seem to posses a skill with it on level with humans if not slightly higher. While no sound reason has been found behind this gap, its often assumed that the barely noticeable sub-dermal patterns found on the rest of their body, more natural and intricate than the simple geometric marks found on their face, as some correlation. This theory is supported with notes of how these lines "glow" when magic is used in the vicinity of Velfite and how master Velfrite mages emit a halation of light around them.
-Minority Races: Humans
-Minority Race Characteristics: Average Homo Sapians. What do you expect? Humans with dragon blood?
Our divine lord take up no shape of mortal man nor otherworldly beast. Instead, Lord Valinitine is the heart and soul of the towering epic of golems, claiming the Blackiron Mountain as his majestic throne.
Some will say he is weak in comparison to the gods of the Old Way, the man-god Justinin or the Demons of the Red Pantheon, but his can not be further than the truth. He is our godly lord, and we are humble mortal before his power. His shell shields us, his words guide us, his very existence powers our great industry. It as been from his words which we have claimed the title of the most technological race of Avara!
Thus, we are in infinite debt to our Lord Valinitine and us, the Holy Machina Order works to slowly repay the debt as so one day we may join him one day in Raninthian Vale. It is our duty to to serve, protect and tend to Valinitism's needs. Our nation works to rebuild him to his former glory with each passing day, spreading the wealth of technology and advancement to other backwater lands. Valinitine desire nothing but the protection of this world's mortals which he loves and accepts as his own in preparation for the Great Plague. The Holy Machina Order has worked for generations in all levels of society, from charity to administration and from healing to researching; will you accept the blessed mantle of the Order and serve your lord and savior Valinitine as your forefathers have?
-Religion Demographics: Valinitism has almost a complete grasp over the nation, being deeply intertwined with the industrial strength of the Union. The heathens who do no follow the teachings of Valinitine are aggressively incited to convert but are otherwise left alone and often pay higher taxes. However, should a disaster occur, the nonbelievers are often scapegoats.
-Holy Relics In Possession:
-Holy Sites Under Control: Alalvion Arsenal Valinitine himself Blackiron Mountain
-Magical Schools and Curriculum: (What forms of magic are common?)
MILITARY
Velfyre feilds an interesting if not unorthodox types of infantry. Melee and close range troops often wear a steel cuirass with a soft leather pad on the inside or a coat of plates over chainmail. Longer ranged units are given lighter armor ranging from hardened gambesons to a straight coat of plates.
The natural physic of Velfirites are not suited for horseback, at least not without extreme training and saddle modification. Thus, the idea of horse riding is an abandoned concept. In its place, various chariots and wagons are used in its place. While slower and less maneuverable, they provide even more explody firy bits to get shot at the enemy.
There is a huge stigma to use "only the most advance technology" in the army, even if older weapons work better. Their hybrid units aren't exceptional at either range or melee, range units are out of the question for anything that move too fast at them and what few true melee units they can have are either too lightly armored for extended fighting or are incredibly expensive and hard to get.
Mountainbreakers - Penal squads armed with the Mining Hammer, a dangerous weapon that is basically a two handed war hammer with a gnarly spike on the back and another gruesome looking spike on the end of the handle. Despite using what's basically the Velfrye version of a pickaxe, Mountainbreakers are incredible at charging into units and taking down armored enemies, even boasting a mild chance of success at counter-charging calvary. However, they had no shield and little if any armor to speak of, dealing most their damage on their charge, they lack the ability to sustain themselves in prolonged combat and are juicy targets for range units.
Inigo Swordsmen - A special unit in the Velfyre Army, it consists of brave young men who volentter and are trained in the art of swordsmanship and pistol marksmanship. Armed with well crafted steel swords, metal heater shields and pistols and wearing Cosmere vests, Inigo Swordsmen are an interesting hybrid of range an melee, firing off their pistols right before hitting the enemy with a charge, a devastatingly effective tactic as one might expect. They can also skirmish at range but will loose against any dedicated ranged unit, bow or powder.
Verteidiger Guards - Perhaps the most famous and elite unit in service who do the most danger duty, the Verteidiger are responsible for guarding the mountain tunnels from the dangers monsters within and are often referred to as "Tunnel Sentinels". They use both guns, polearms and swords all efficiently but the most famous weapon is their namesake gun, the Verteidiger, a combination of a blunderbuss and a flintlock musket. Patrolling dark tunnels and fighting monstrous mountin beasts make these men fearless and exprinced.
Volkeniers are the standard trained infantry of the Ostvinberg Legion, wearing what is considered "cheap" armor by Ostvinberg's standards: lamellar armor of iron, bronze or even stone with splinted greaves and guards. Trained and well drilled, they make up the core backbone of the Ostvinberg Legion, able to be surprisingly mobile to compensate a lack of cavalry.
Volkenier Uzunhandler - Carrying large Uzunhandler long swords, these men take great pride in their fearless charges and swordsmanship. While their anti-cavalry skills are less then impressive compared to spears, they have a huge charging ability and can break the tips of spears with their huge swords, letting them charge even spear walls.
Volkenier Heilbards - Armed with the part-Bardiche, part-really long sharp pointy stick, the Heilbards a perhaps some of the most important Volkenier units. They are the only real holding force the city-state as they're also the only units with tower sheilds. Sheild wall and spear wall are often crowd favoirte. Strangely, many of the Heilbards are also outstanding singers.
Volkenier Arquebus - The core ranged unit of Ostvinberg, they are armed with an ubiquitous matchlock arquebus, they are a danger at range, able to pierce all but the heaviest armors. However, they little in terms of melee defense and their guns unfortunately do not reload themselves. Once you get past their initial volleys, getting up close and personal is not a favorite past time of the Arquebuses.
Volkenier Kirballistae - Armed with the Kirballistarii meaning "Crank Crossbow", these men provide a rain of fire support for other units. Repeating crossbows which have a 6 round magazine, all the work of reloading done by a crank powered gear mechanism, they unleash a rain of bolts. Kirballistae units often mixed in with Arquebuses units to provide constant fire while they reload but are also used in their own units, hitting enemies with accurate fire.
The elite units of the Ostvingberg Legion, these men are exceptionally well trained and unlike their Volkenier counterparts, are capable of close quarters fighting. It should be noted that they actually wear less armor than the Volkenier, with coats of plates the heaviest armor they equipped and brigandes and reinforced gambesons their main stay armor.
Serican Jezails - An elite unit, Serican Jezail are considered the upgraded version of the Volkenier Arquebuses. Their muskets boast larger bores and much larger barrels, adding so much weight that a firing stand has to be used when firing. However, they are much more accurate the the rank and file Arquebuses and can shoot further. It is noted that Jezails can fire bullets or spikes that can pierce multiple unfortunate sods if the armor they're wearing is light enough and the enemy is lined up correctly.
Serican Donderiliers - An elite anti cavalry unit, the Donderiliers are armed with blunderbusses meant to shoot at incoming horses. Essentially the Ovstinberg version of spearmen, they are deadly to just about anything at close range and can quickly fire multiple volleys in quick succession with extreme skill, able to rip apart units with powerful blasts. However, as they are ranged unit, they cannot fulfill the spear wall role, making them poor choices to hold down enemies.
Ulhans are clockwork golems that play a huge part of the Ostvinberg industrial backbone. They are constructed of a wide variety of metals, from iron to brass but the most capable ones are made of the metal Wroughwilder. They can be pumped out by skilled craftsmen and smiths at high rates but the true combat Ulhans take much longer.
Ulhans - Unarmored clockwork golems that often play a hand in most work around the city. However, they can be "taught" many things and the art of hitting people really, really hard with soemthing is a decent method of killing someone. While these Wroughwilder beasts can take all manner of swords and arrows, anything which can pierce their armor spells trouble for them and its game over if they loose their balance and fall.
Armored Ulhans - Larger, bulkier Ulhans with layers of steel and iron armor, taking down one of these constructs is deserving of an award in of itself. However, these armored ulhans require more finesse to create, taking even master metal workers weeks to perfectly fine tune these engineering marvels. However, they are incredible fight machines despite their lack of numbers, often used to defend high value areas or peoples.
Nullenges - The grand daddy to the Ulhans, Nullenges are actually more like powered exosuits for man rather than an autonomous machine. They are crewed by men with heavy plate armor as they are quite exposed but unlike Ulhans are able to do much more complicated tactics as its human controlled. Soldiers who are often too wounded to be of use on the battlefield are stuck in one of these.
Seyyar-gorod - Large armored wagons, pulled by horses, that form a back bone of the army, they come in many variations like mobile guard posts, cannon platforms and transports. Able to carry 20 or so men like a transport, it has enough room for 8 gunners to fire their weapons from and platform versions can "fold out" to give artillery extra space to fire. Using a pulley system, the walls of the wagon can be dropped and pulled back in quickly.
Minie-gorod - A small two wheeled cart that can be pulled by a single man, theses are often used to mount swivel guns with a gun shield or a small mortar as "fire support", masses along walls or in lines to act like more mobile artillery. They can also mount a large metal barricade on a slightly bigger Minie-gorod (often called a Kailis-gorod) which is used as a mobile palisade to protect advancing troops or block off areas.
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: Grandmaster Leonhard von Glücliche -Military Chief (If applicable): Marshal Simone Laagier -Religious Head (If Applicable): Grand Architect Deckon Baumeister -Persons of interest:
CULTURAL -History:
The conflict can be traced to to the Novisterm Cavern and surrounding network of tunnels and caves. It started as a simple claim dispute between local miners but eventually became violent. The cave system is nestled high in the Teeth, but has several natural entrances, which fall on both sides of the border between the states.Survey groups and supply caravans were being sent by both sides with intent to begin full-scale mining operations. Eventually both sides attempted to send troops to make sure that their own respective sides wouldn't attack each other on sight but the plan backfired with the garassing troops attacking each other, due to percieved encroachments by the other. Shortly, an official state of war was declared by both sides.
In preperation (and fear) of an underground war, Ostvinberg reformed its Old Order Sentinals into the modern Veritidiger Guards, already an elite unit within the army and exprinced in tunnel warfare. To suppliment these units, the creation of Minie-gorods were used as towing traditionally heavy artillery was problematic to say the least and with consantly shifting lines, stone forications would be to immobile for practical use.
((I really wish I was allowed spiders....)) Being a largely mounted force, the Vidril Of War, was somewhat limited in it's moblization of troops to Novisterm, through the mountain passes and it's own tunnel system. Heavy horse bound cavalry were immediately discounted. However, the even larger Elken transport mounts proved an invaluable asset due to their ability to navigate through the mountain range with relative ease. The following conflict thus, was mostly fought by Vrentian infantry and Dhroktuurach (shock troop) units; a rare occurance for the cavalry heavy Vrentians.
Several particulary savage conflict occured six months into the stand-off, within Novisterm itself. Though buried deep beneath the mountain peak, the cavern is large and expansive, though segmented in several parts by towering calcile columns. Two Dhrocktuurach (20 soldiers) units leading a flank of standard infantry(40) directly confronted a unit of Volkenier Arqubuses and Uzunhandlers. The actual battle was brief and bloody with both sides suffering near total loss. Only some of Vrent's younger footmen fled back through the caverns to report on the massaccre.
Several similar skirmishes within the cavern itself and the immediate tunnel system followed in the coming weeks, before a long period of relative quiet. Collectively, the main frays in Novisterm resulted in a combined loss of life of over three thousand, two hundred lives.
While the offical conflict only lasted short under two years nither side truely accomplished anything but waste time and manpower. However, both side embellished the conflict enough to thier people to make it look like they had won; Ostvinberg told how they had sucessfully defended their ancestral tunnel system and Vrent claiming new found bastite deposites. Even with the war over and peace brokered, the two cities are on shaky but "accepting" terms. Local miners from each side say differently, occasionally getting rowdy and threatening to start another war over the bloodied caverns.
-Capital: Noctua. Affectionately nicknamed the Gilded City.
-Government Type: Noctua is governed by the Weiskreis, a council consisting of representatives of the major organizations and factions present within Noctuan society. These include the Sovanids, the long-time patrons of Noctua's banking tradition, as well as the various artisan's outfits and trade guilds established within the city. The Weiskreis, and therefore Noctua, is famed for its neutrality in international affairs; Noctua is extraordinarily well-defended, and it is generally taken for granted that if the Gilded City does not involve itself in the conflicts of the empires, the empires will not involve themselves in Noctuan affairs.
-Currency: Noctuan Krone, plural kronar.
-Population: 200,000, of which 160,000 live in the city of Noctua, and the remainder in smaller towns or adjoining rural areas.
-Unique Trait #1: Bank Vaults; The mountains of the Noctuan countryside are littered with heavily fortified and well-guarded banking vaults carved into the mountains, holding secure the extraordinary wealth of not only the Noctuan citizenry and elite, but also numerous foreign kings.
-Unique Trait #2: Neutrality & Isolation; Noctua has a long-standing policy of avoiding military conflict, and it is politically impossible for the Weiskreis to deploy the Noctuan Guard abroad. Furthermore, Noctua's geographical position, nestled high in the mountains, deters would-be attackers and makes those invaders that do try their luck unlikely to succeed.
-Unique Flaw #1: Bourgeoisie; The people of Noctua are wealthy, even the common folk holding greater financial stock than they otherwise might in any other land. A curse in disguise, the high class nature of Noctuan society begets high class tastes. Good enough, in Noctua, is not good enough. Everything made in Noctua and everything brought to Noctua from somewhere else must be made by the finest craftsmen and of the finest materials, or it will not so much as be deemed worthy of entry.
-Unique Flaw #2: Neutrality & Isolation; Noctua has a long-standing policy of avoiding military conflict, and it is politically impossible for the Weiskreis to deploy the Noctuan Guard abroad—even when it would clearly be in Noctua's best interests. Furthermore, Noctua's geographical position, nestled high in the mountains, deters commercial trade, and makes those materials that Noctua must import (such as lumber and foodstuffs) more expensive.
GEOGRAPHICAL
-Major Towns/Colonies: Korgelinn, a small but heavily fortified town that guards the beginning of the winding mountain passage leading towards Noctua proper. Korgelinn's tall, thick and generally imposing reinforced walls, built into the sides of the mountains, demarcate the outermost extent of the Gilded City's authority. Within the Walls of Korgelinn, all belongs to Noctua. Outside of the Walls of Korgelinn, none. Owing to the town's strategic importance, it is the centre of Noctua's military, and houses a large permanent garrison ready to defend the Gilded City against all who may seek to plunder her riches.
The most populous of the Noctuan countryside's towns is Jund, a mining settlement. Located about half way along the winding road through the mountains leading from Korgelinn to Noctua, Jund is a town constructed almost entirely from stone, quarried from the same sapphire mine which most of the town's economy is centred around. Originally an insignificant hamlet useful only for designating the distance remaining to Noctua, the settlement's population exploded upon the discovery of a massive sapphire deposit only a stone's throw away from a free peasant's backyard. This originally modest farming family took the surname 'von Jund' after the sapphire deposit afforded them an extraordinary fortune. The von Junds then used their newly acquired wealth to commission themselves a massive, extravagant villa in Jund's outskirts, from which they rule over Jund as the town's assigned governors to this day.
-Major Castles/Fortresses: Talonspire, a major financial centre and the personal residence of House Sovanid. One of the tallest structures in the land, Talonspire is an architectural marvel of the age, soaring high into the sky to afford its residents unparalleled views of the Noctuan countryside. Designed in an intimidating Gothic style, the interior is decorated with contrastingly warm-coloured and plentiful artworks commissioned from Noctua's many famous artisans. There are two separate staircases leading up and down to Talonspire's many floors. One is for public access, allowing the employees of the Bank of Sovanid to gain access to their working place and entreat prospective clients with the amazing wealth and beauty of Noctua. The other staircase, accessible only by members of House Sovanid and their servants and guests, leads directly to the residential rooms in the building's top floors.
Although imposing due to its sheer height, Talonspire isn't really a defensive structure. It's assumed that no foreign invader would ever be able to penetrate into Noctua so far as to reach it, and thus the only guards are those in the personal employ of House Sovanid. These men, wearing plate armour painted blue and decorated with the Sovanid owl sigil, have the task of ensuring the maintenance of law and order and presenting an air of utmost safety and security, rather than actually warding off any aggressors.
-Buildings of Interest: Noctua is home to the Laiskas Medjan, perhaps the largest library with the most voluminous collection in all of Avara. It is built adjoining Talonspire, and its construction was funded with Sovanid coin. Whereas Talonspire is the centre of Noctua's banking tradition, the Laiskas Medjan is the centre of its literary tradition. Untold numbers of writers and artists practice and ply their trade in the Laiskas Medjan's numerous floors, some of those most talented even possessing residences within the semi-circular construct's elegant halls.
-Geographic Features of Interest: The most spectacularly beautiful of Noctua's geographical features is the Godfalls, a massive waterfall cascading down from the mountains to feed a small river, which then falls down from the plateau again and to a river at ground level. The Godfalls occur at the border of Noctua proper, where the Korgelinn Road officially ends, and the ornately crafted bridge leading over the fast-flowing river the Godfalls create therefore demarcates the official entry into the City of Noctua.
-Territory Description: Noctua is built atop a mountain plateau, entirely inaccessible from all sides spare through a single, wide road leading down to Korgelinn. The landscape of city's surroundings is therefore mountainous, and contains wildlife and natural features fitting of a place in the mountains: most of the trees are pine, and the climate in the winter can be quite cold.
RACIAL
-Majority Race: Human.
-Majority Race Appearance: Humanlike.
-Majority Race Characteristics: Two arms, two legs, a head, etc.
-Minority Races: None in significant quantity. There are some members of non-human races that have moved to Noctua, either to further their careers in finance or to ply their artistic talents, but these individuals do not represent a significant visible demographic.
-Minority Race Characteristics: Various.
RELIGION & MAGIC
-State Religion: None. Noctua is officially secular.
-Religious Information: Both Justinian and the Old Gods are worshipped in Noctua, as well as the gods of numerous other smaller faiths endemic to the Dragon's Spine. The only religious belief which faces official persecution is the worship of the Red Pantheon. No deity within the Red Pantheon may be honoured in any public place in Noctua, and although religious practice in private quarters is unrestricted, the law is not stymied by the excuse of religion. If, say, worship of a particular deity should happen to include ritual human sacrifice, those rituals will not be permitted regardless of their importance to that religion. The demands of the theological bend to the requirements of the secular in Noctua.
-Religion Demographics: The largest faith is Justiniaism, closely followed by worship of the Old Gods. Followers of these two combined practices comprise upwards of 90% of Noctua's population. The remaining tenth of the citizenry either belong to smaller religions or do not profess any faith at all.
-Holy Relics In Possession: TBA
-Holy Sites Under Control: TBA
-Magical Schools and Curriculum: TBA
MILITARY
-Military Details (Focus on unit types, ect. You can keep numbers vague)
NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch: -Ruling Dynasty (If applicable): -Military Chief (If applicable): -Religious Head (If Applicable): -Persons of interest:
CULTURAL
-History: (I will add key historical episodes to the history timeline above.) -Historical Relations and Greivances -Cultural Notes
"Archaic. Arrogant. Haughty. Pompous. Misogynistic. Racist. Our Great Emperor."
Emperor Coreolanus has reigned, unchallenged, for near fifty years and is one of the longest-ruling monarchs in Abelonian history. His reign has seen a steady and progressive advance in technology alongisde the rest of Avara, though little else of note has been achieved. This is not to say his reign has not been successful, however, in fact it could be argued that his has been the most successful of any reigning emperor. No land has been lost, and no great crisis has afflicted the Empire, leading to a prosperous fifty years. Coreolanus, as a man, is most unpleasant. Similar to his father in that he maintains his viciously misogynistic and racist attitudes towards non-humans with a certain degree of pride, the two have no-doubt contributed to the less than favourable reputation Abelon has gained abroad, with most common folk believing Abelon to be an empire of slavery, racism and tyrannical rule. The truth is entirely different, with slavery having been outlawed almost one-hundred years ago and most of the power being divided among a far 'kinder' nobility, though such things do not make a good setting for the countless horror stories that have been created about Abelon.
Empress Celeste Sheffield, Third Wife of the Emperor (38) The Empress has little in the way of true power, particularly with such a misogynistic husband, and yet she is officially the most influential and powerful womanan within Alberon, highlighting the sexist society that women live in. As is to be expected, however, women can often have great sway over their husbands and, excluding Coreolanus, misogyny has almost disappeared entirely with the more progressive and open-minded, modern nobility.
Heir Apparent, Prince Oswin Sheffield (44) Prince Oswin is the embodiment of the 'modern' nobility and ruling class within Abelon, and is absolutely antithetical to his father. Where Coreolanus would refuse to shake hands with any non-human, Oswin would happily embrace them. Having travelled around Avara himself in his youth, Oswin is determined to defeat the views resolutely held by many in foreign lands about Abelon that have been born from a line of successively malevolent emperors, and hopes to usher in a new era of international co-operation with the growing empires that his father considers rivals. Likewise, Oswin was instrumental in bringing about the technological advancements over the past decades that his father initially refused to recognise. He is, by no exaggeration, beloved by both the nobility and the commonfolk alike. Appealing to the nobility, Oswin has, if nothing else, a gregarious personality and has become a welcome face among many noble households who often meet him at social gatherings and other such social ventures. His devotion to family and country alike has made him a 'role model' for others in the Abelonian nobility, looking to reach heights similar to his own. On the other hand, Oswin is loved by the commonfolk for his equally charitable nature, and his tendancy to walk among the commoners without a guard, almost creating the impression that he is 'one of them'. This has naturally led to him being viewed by the masses, and nobility alike, as a man to be trusted and his word is heeded at times without question. He is married to Lady Ottilie Sheffield (39)with two children, both girls. Rosalie Sheffield (15) and Felicity Sheffield (14)
Prince Casper Sheffield (39) Living in the shadow of his elder brother, Casper lacks the same leadership qualities of his brother, Oswin. Accompanying him on some of his travels across Avara, Casper is often seen by the side of his brother, though he has never reached the same levels of distinction and popularity as Oswin. It does not appear as though this bothers him, however, for Casper has always been a follower rather than a leader, and as a result the two have formed a strong loyalty toward one another. He is married to Lady Helena Sheffield (37) with no children.
Princess Eleana Sheffield (21) A rather tragic figure, Eleana is still unmarried, and this does not look to change anytime soon. Always having been a sickly child, an unfortunate accident that left her gruesomely scarred has not aided her image to potential suitors, nor her own confidence. She is softly spoken, on the rare occassions that she does, and is often found with her brother Phelix, their common love of literature having led to the development of a close bond between the two. Coreolanus has all but given up on her, describing her as a 'lifeless waste of space' on the few occasions he does deign to speak with her. As for her other siblings, while none are hostile in the same manner as her father, she cannot help but feel they look upon her as a failure no matter how hard they try to mask it.
Prince Phelix Sheffield (19) Prince Phelix, unlike his brothers, is not a man keen on tournaments and combat, for he is instead a man of the cultural arts, literature and peace. Needless to say, this has not been welcomed by his father who has taken to shunning him until he becomes a 'real man'. It is likely through their own rejections at the hands of their father that Eleana and Phelix have formed a close friendship and loyalty to one another. Yet despite rejection at the hands of his father and the condescencion from Casper, Phelix has been treated kindly by Oswin, again highlighting his open-minded and amiable nature. He is unmarried, and has no children. He is in a relationship with Lady Eloise Phoel (18)
Princess Gwendolyn Sheffield (17) Gwendolyn is the daughter Coreolanus always hoped for. As beautiful as she is charming, Gwendolyn has hosts of suitors lining up to win her hand in marriage, and she revels in the attention. While she has never developed particularly strong bonds with her siblings, she instead surrounds herself with other friends of nobility and potential suitors. She is yet to be married and has had no children.
Naturally, one man cannot rule over an empire the size of Abelon by himself, and indeed no wise ruler would trust themselves to do so even if they could. The Crown's Council is, for all intents and purposes, the most powerful governing body in Abelon, second only to the Emperor himself. For while the Emperor is not forced to obey anybody, those on the Crown's Council ought to represent the most able minds in their chosen fields and as such, most Emperors tend to lend the Crown's Councillors their ear. The Crown's Council meets bi-weekly in the Crown's Court.
The Lord Seneschal, Celbar Othelen The Seneschal is, officially at least, the second most powerful figure across the Empire of Alberon. They hold the most regular audience with the Emperor, are responsible for holding meetings of the Crown's Council in the name of the Emperor should they be unable to attend, and they generally speak with the authority of the Emperor himself. Most often however, the Seneschal will be found handling the more trivial duties of an Emperor.
The Lord Marshal, Abaloft Fearlocke The Lord Marshal holds authority over the land-based military forces of the Empire and is one of the greatest strategic and militaristic minds in the Empire, or at least they should be. Abaloft is very much a 'man of the future', and has dedicated much of his time studying the latest technological advancements in the applications of gunpowder, with firearms being gradually introduced in a supporting role across the Abelonian military under his instruction.
The Lord Admiral, Galain Nolford Unsurprisingly, the Lord Admiral is the highest office one can reach in the Abelonian Navy. The Abelonian Navy has a rather unorthodox method of appointing a Lord Admiral, in that the six members of the Abelonian admiralty elect one of their own to the post of High Admiral for a period of five years, at the end of which another election is held. It is their belief that through this method, the High Admiral will truly represent the greatest naval mind Abelon has to offer, and it has proven relatively successful since its introduction fifty years ago, with the land-based military considering implementing a similar method somewhere down the line.
The Lord Treasurer, Tholan Safilix Responsible for handling the economy, it is the role of the Lord Treasurer to preside over the Imperial Treasury and find the means to finance Abelon. Likewise, the Lord Treasurer also oversees the imports and exports of Abelon on a very general sense, with merchants in the empire being granted surprising levels of autonomy, so long as they pay the trade tax set and enforced by the Imperial Treasury.
The Lord Whisperer, Ezekiel Tauryn The Shadowmaster, as the name would suggest, has the important duty of maintaining spy networks which are used to ensure the Emperor and Crown's Council are provided with the most recent information concerning the activities of their rivals.
The Lord Inquisitor, Vanar Gethen The Lord Inquisitor heads the 'Crown's Inquisition', an organisation that spans the breadth of the Empire and is responsible for the enforcement of Abelon's zero-tolerance for the use of magic not sanctioned by the church. Though with the persecution of those magically-inclined, an already low number, there are very few with such talents left in Abelon, for they instead head to lands with a more tolerant view toward them.
The following are the nobility that will be directly involved in the invasion of the isthmus
Lord General-Paramount Gregor Dougeln (43) The Lord General-Paramout is second only to the Lord Marshal, and the royal family. It is the duty of the Lord General-Paramount to aid the Lord Marshal in planning military campaigns, as well as ensuring the Lord Generals are aware of their task.
Government Type Absolute Monarchy. The Emperor has total power in Abelon, for those around him in the Crown's Council and elsewhere are ultimately serving in an advisory role to the Emperor. Rather obviously however, the Emperor is not involved in every decision that takes place within the Empire, with the nobility being granted authority over their lands in his name. After all, no man can rule an Empire on his own. Instead, the Emperor often decides on the general 'direction' he looks to take the Empire in and his subordinates ensure the will of the Emperor is carried out.
Population While there are no truly accurate statistics available on the exact population in Abelon, with such a task being near impossible, from the information that has been gathered it is estimated that Abelon has a population of roughly 22'000'000
Unique Trait #1 Empire Abelon has the might of the largest empire on the continent of Tityos behind her. This has benefits not only in the most obvious form of manpower and industrial might, but Abelon has become a highly self-sufficient empire and has no immediate problem in funding a lengthy, resource-taxing campaign.
Unique Trait #2 Prestigious The Abelonians are the best. Or, at least, they think they are. The citizens and military alike will rally around Abelon in times of war, determined to loyally support their righteous and civilised empire against any and all foreign threats. The soldiers will fight harder, longer and the citizens have no qualms with contributing a little more in the ways of a war tax, or volunteering to see the action for themselves.
Unique Flaw #1 Reputation The Empire of Abelon is certainly infamous. Known for its forceful imposing of the 'civilised' way of life and low tolerance for non-humans, it is highly unlikely that anybody would willingly submit themselves to the rule of this foreign power. Indeed, even those who are brought under her rule are likely to actively conspire against the Empire, rather than accept their new overlords.
Unique Flaw #2 Empire The Empire is large, very large. Naturally the manpower of the Empire is spread across its dominion, and as such gathering armies takes effort and, more importantly, time. Any foreign nation with spies can easily tell when the Empire is gearing for war, with troops amassing in one place over a prolonged period. So much for the element of surprise.
MILITARY
The typical dress and equipment of the standard Abelonian infantry.
The Abelonian military has remained wary of the latest developments in gunpowder, implementing riles only in supportive capacities alongside the traditional pike, halberdier and sword-and-shield troops favoured heavily throughout the history of Abelon. The Abelonian military, much like Abelon itself, is dominated by humans. In fact, non-humans are not even allowed to sign on with the Abelonian military in any role higher than the equivalent of 'pack mule'. The reasoning behind this is simple. It is not a good idea to professionally train and arm members of species discriminated against in the Empire.
The backbone of any army, the Abelonian Infantry is by far the largest division of the Abelonian military. Currently, the military is in a transitional phase from the old methods of combat, to the new, with gunpowder being heavily introduced among the rank-and-file. This has led to an interesting merger of 'old-way' troops, heavily armoured with pikes, halberdiers and blades and the lighter armoured ranged troops, utilising gunpowder and muskets.
Leadership The Abelonian Infantry, across the board, is led by the nobility. Many families of the upper-classes in Abelon take great pride in their record of military service, and it has become a tradition for the younger members of the nobility to pursue careers in either the military, or the running of the state. As might be expected, this has resulted in those not well suited for their roles in the military still being given a position of command, purely because of their birth and the effectiveness of the military can suffer as a result. Yet on the other hand, Abelon is by no means a slow-progressing nation, with 'Officer Academies' across the realm all including courses to properly ensure the up-and-coming leaders of the army are properly versed in the latest tactics and strategies, with a growing emphasis being put on the role of gunpowder in combat.
Standard Infantry With their uniforms having become instantly recognisable, these forces make up the bulk of the Abelonian Infantry. They recieve basic, professional training across a broad spectrum of weaponry, from blades and pikes to even some basic training in rifles. Most of the troops in these 'typical' infantry regiments are armed with pikes and blades, while a minority are armed exclusively with muskets in a supportive role. They are capable of taking on both offensive and defensive roles, as likely to be found on the frontlines of a battlefield as they are patrolling the streets.
The Royal Halberdiers These troops have devoted their training entirely to melee combat and have specialised in thse use of halberdiers, a weapon long favoured by Abelon. They are perhaps the most prestigious force in the Abelonian military, with men from this force being potentially selected to serve as the personal guard for the royal family. The vast majority of the troops, however, never serve the royal family directly and instead compliment the standard forces of the Abelonian infantry, leading the charge in melee and close-quarters engagements. When on conquests, the Royal Halberdiers often act as a temporary guard force in annexed cities and nations alongside the standard infantry.
The Crownguard Identifiable immediately through their elaborate uniforms, the Crownguard is comprised of fourteen men charged with the protection of the Emperor and, by extension, the royal household. Those in the Crownguard are supposed to represent the most capable fighters in Abelon across a broad range of weaponry, though they only carry a blade and spear. To join the Crownguard is to do so for life, and only very rarely are members of the Crownguard dismissed from their post.
The Abelonian Navy is known throughout Avara for its large size, as one would expect from an empire as large as Abelon. This by no means, however, has led to quantity over quality. In fact, Abelon is considered one of the leading naval powers and is paving the way for more advanced vessels, with consequently more firepower. Each vessel in the navy is assigned a 'class', and their assignment depends on the amount of guns that ship can hold. First Class ships have roughly 45-60 guns, those of the second class have 20-35, while those of the third class have 10-20.
First Class Vessels The pride of the Abelonian Navy, these vessels boast a large amount of firepower and are most often found leading the naval formations. Their size and firepower has led to their reputation as almost a sailors 'boogyman', for nobody wants to end up in the firing line of these vessels. They are, however, the most expensive naval vessels to maintain and as such are only brought into commission during times of war.
Second Class Vessels The standard naval ship, they have a decent amount of firepower and have been in production for near a hundred years. Useful for their relatively cheap maintenance costs, Abelon has assigns Second Class Vessels to the protection of sea-based trade routes to-and-from her overseas colonies to deter piracy. Should a war arise, the Second Class Vessels are expected to provide the bulk of fighting ships for the Navy, with their speed and manoeuvrability compensating for their lack of firepower when compared to the slower First Classes.
Third Class Vessels Primarily troop transports and ramming ships, these increasingly outdated ships are the remnants of the 'old ways' of naval combat. While some have been repurposed and given several cannons on the top-decks, many are used for simpler purposes of transporting troops overseas and ramming their opponents.
This does not account for the vast number of merchant and cargo ships used for the transporation of goods and resources within the Empire, as well as for foreign trade.
Abelon has a varied and effective cavalry force. The cavalry are used primarily in roles that support and compliment the infantry, such as countering enemy cavalry or performing 'shock' attacks against enemy lines before quickly withdrawing and repeating the process.
Elk Riders Used when brute force is required, these elk have been specially bred since the days of the Pharazon Empire for a role in the military. The result has proven a success, with larger, more durable and certainly more deadly elk being commonplace among the Abelonian cavalry. These riders will lead the charge into lines of enemy formations, causing chaos among their ranks. Unlike the shock cavalry however, they will not pull out after engaging the enemy troops and will instead stand their ground while the Abelonian infantry seizes the momentary chaos in the enemy ranks to charge themselves and mop up their opponents.
Standard Cavalry The most versatile of the cavalry troops, these men take on the more supportive and adaptive role among the cavalry. Most commonly found waiting not far from the main troop formations of Abelon, this cavalry force will survey the battlefield and adapt to what is most needed, be that charging the enemy frontline behind the elk riders, working alongside the shock cavalry for added punch, or simply protecting the Abelonian infantry from any possible cavalry attacks.
Shock Cavalry As the name suggests, these are the light cavalry force of Abelon. Armed with particularly long lances and a notably fast breed of horse, it is the purpose of this cavalry force to strike enemy formations and simply continue forward through the ranks, eventually circling around to repeat the process instead of remaining in place for a drawn-out fight as the Elk Riders would.
Majority Race Appearance As one would expect a typical human to look.
Majority Race Characteristics Average lifespan of 65-70 years for a human male. Average lifespan of 70-75 years for a human female.
Minority Races: (If any) At present, there are no non-human races within Abelon.
Minority Race Characteristics N/A
RELIGION & MAGIC
State Religion The Old Ways
Religious Information
Religion Demographics
Holy Relics In Possession
Holy Sites Under Control
Magical Schools and Curriculum
CULTURAL
History WIP
Historical Relations and Greivances
Shared History (Abelon - Grogar Tribes)
180 YL The Grogar Tribe of the Dustclaws soon arrive to the Abelon-Vrent Buffer, leaving the Dragon's Spine, and begin their reign of terror over the populace for a number months to come. Growing more bold, the Dustclaws ventured even further into the realm, eventually finding themselves past the Abelonian Border, and stepping upon the Town of Aelith.
The Grogar, as typical of their kind, assault the settlment, and within a few hours, laid waste to it, many of it's residents now caged or eaten by the barbarians, a few however, managed to escape the onslaught, and fled to where they could not reach them. This became, unsurprisingly, known as the 'Massacre of Aelith'.
Not a day after the attack, the usual merchants from Merisia arrived to peddle their wares to the town. Rather than being greeted by the pleasant sight of the town and her people, they instead find flames and ruin. Devoid of life, half-eaten corpses littered the ground alongside upturned stalls and goods disgarded from buildings, the cause of the town's ruin only too clear. They do, however, come across a small group of children hidden away in the cellar of a house, having heard their wailing. How exactly these three children managed to escape the barbarism is unclear, though they were the only residents to have to such. Those not dead were in the process of such, those who were not eaten, enslaved.
Naturally the merchants opted not to linger, and brought the children with them on their return journey to recount the horrors they had managed to survive. Among the nobility who heard of the atrocitiy, there was uproar. A group of 'scum-like, paleskin shits' had dared to not only enter into Abelon, but to bring their savage, barbaric lust for blood with them. It was reported that when the Emperor himself was informed of the attack, he fell into a fit of rage lasting an entire night, cursing the brutes that had entered his realm.
Now several days after the assault, the Emperor ordered a response to the attack, determined to stamp out the cretin that stained Abelon's borders. Prince Oswin himself volunteered to lead the assault with his brother, Prince Casper, and their request was granted by the Emperor. Meanwhile, word of the assault spread like wildfire throughout Abelon, with stories of the savagery of the barbarians being created to no end. The people demanded revenge, and Abelon was all too keen to oblige the masses.
Just under a month after the assault, a force of 8'000 professional cavalry was assembled at Cerisia by Princes Oswin and Casper, with several military leaders assisting them in the preparations. Marching out of the city, the army was seen off by cheers and cries of support from the Cerisian populace, eager to see their revenge delivered.
The tribe of 10'000 paleskins did not prove hard to track when the Abelonian force arrived at the buffer-zone, and the decision was made to strike suddenly during the night to allow for as little resistance as possible. To accomodate this plan, scouts were sent ahead of the main force to locate and track the paleskin tribe, before they would report back to the Abelonian force which would, in turn, march through the evening and night to reach the tribe. Roughly three or four hours before the rising of the sun, the Abelonian force came within sight of the dimly-lit paleskin tribe in the distance, and they began their attack. Horns signalled the cavalry charge, alerting the paleskin tribe, though it was likely too late for any true formation and resistance to the cavalry to be formed, with a majority of the tribe having been at peace in their sleep.
Smashing through the paleskin camp under the cover of darkness, the Abelonian cavalry charged with a fury and brutality that would match that even of the paleskins, sparing none. Huts of mothers and their children were set alight to the sound of shrieks and cries of agony, while the warriors were cut down before they had a chance to react to the situation around them. Only when the leader, Caadu Skullreaver, was found did the troops show any signs of restraint, having been instructed to take the leader captive, so that they may face true Abelonian justice alongside the rest of their kin. Similarly, a group of roughly thirty child-like paleskins were spared the blade, and instead taken captive alongside the leading highborn. Few others were willingly spared, however, as the attack continued throughout the night. Before long,several the Uruka, a hulking sub-race of the Grogar, emerged from their dens, and came charging toward the Abelonian horsemen, smashing against them, sending the riders ad their beasts flying. Thier rampage however came to a swift end as arrows fell upon the brutes.
Having massacred most of the paleskin tribe, with some being taken captive and others able to escape as a result of the Uruka distraction, the Abelonians set the remaining huts and tents alight. Keen to make a strong message out of the over 9'000 paleskin corpses, Abelon troops began beheading the dead, placing their heads on pikes positioned throughout the once populous camp, alongside Abelonian flags. There was to be no mistaking who was responsible for the slaughter.
On the return journey, the Abelonian force travelled through the ashes of the town of Aelith. Upon arrival at the town, Prince Oswin decided to exact his own revenge on behalf of the innocents slaughtered there. Forcing Caadu Skullreaver to watch, the thirty children and all other survivng Grogar were tied to makeshift stakes and burnt alive in the town-square. Caadu, however, was not to meet his end here. The force continued on through Merisia, recieving a heroes welcome before finally arriving at the capital city, Cerisia, once more. Word had already reached the city from Merisia that the force was soon to arrive, and the populace were eager to welcome back their 'heroic' troops. Caadu was moved to a mobile cage, allowing the onlookers to see the 'thing' responsible for the massacre of Aelith. Finally, with thousands of citizens gathered outside the Royal Palace, the Emperor ordered the public execution of Caadu through hanging until dead. After his execution, he too was beheaded, and his head placed on a widely-publicised spike in the city square of Cerisia, for all to see that justice had indeed been delivered.
YD 75 Abelon now turns its attention toward the isthmus, the ruling emperor intent on continuing to pursue the expansion of his empire. The City States, having not fallen into as much chaos as the continent of Tityos, make clear their intention to strongly resist any move against them by Abelon. The city-states of Vrent and Illgarythe form a pact, promising to stand together against any Abelonian aggression. Only finally having managed to bring a degree of order and formality to its current territories, Abelon is unwilling to risk another period of instability and chaos among themselves and backs off indefinitely. This leads to Abelons initial dislike for the two city-states in particular, having been denied its opportunity to expand into the isthmus by their alliance.
Vrentian civilians do not think much of the threat at this time, as it has yet to arrive at their doorstep. However, Speakers and many of those involved in the military at this time, fully understand the looming threat Abelon poses. They actively galvanize the opinion that the sleeping giant to the West is something to be feared.
Illgarythe, fearing the possiblility of encroachment by the Ableon Empire on its doorstep, hastily undergo revisions to its military. This includes building individually-strong vessels to counter the Empire's numerical superiority, adopting more gunpowder-using infantry and artillery, etc. Watchtowers further north are constructed to alert the city-states of Imperial movements. Vrent provides large bulks of refined balsite* fot the construction of the ships in return for a four ships-o-the-line themselves. Many Illgarythians moved north to Vrent to aid in construction and development of these ships and the resulting naval force, seeing it as a fresh career oppurtunity.
YL 2 Abelon begins her second attempt at taking the isthmus. Unlike the first attempt, they are more prepared and willing to commit forces to the campaign. The navy of Abelon moves to engage Illgarythe and establish a blockade with initial blockades preventing Illgarythe from conducting much of its international trade; Hard-fought naval battles eventually whittle away at the Albeon fleet, but leave Illgarythe's navy exhausted and unable to pursue a decisive victory. Meanwhile the Abelonian land-bsed military focus their efforts on Vrent. The military of Abelon makes inroads in Vrent, taking most of the less-fortified land laying around the citadels and bringing it under Abelonian occuapation. The campaign appears to be going well, as Abelon pursues a strategy of starving out the citadels one-by-one. This traditional siege tactic works slowly on Vrent, due to their ability to move large quantities of goods from eastern cities, especially Ilgarythe into and through the Citadels via the Ard Roads. However, these hidden routes onto the Roads are soon blockaded by Abelonian forces several weeks after their discovery, thus putting the noose on Vrent's collective necks.
Before Abelon can pursue this strategy further, and move in to the final stages before occupying the Citadels themselves, an uprising of Agarhin causes civil disrest at home for Abelon. Illgarythian soldiers also arrive from the sout to lift the sieges at Vrent, as Ableon's offensive against them was mainly sea-based, leaving much room to manoeuvre. These factors lead to the withdrawal of many troops besieging the citadels of Vrent, and likewise the return of Abelonian ships from the oceans of Illgarythe and soon after, the remaining forces in Vrent are pushed back. Numerous, Agarhin migrate east to Vrent to escape the perceived persecution of those who would seek magical knowledge in the Empire. On their way back, Abelon scorches what farming land/settlements it can find and executes any Ventus 'prisoners' or citizens they come across, which leads to lasting resentment/loathing between Abelon-Vrent. Having been under siege, Vrent evidently doesn't have time nor resources to prevent these terror-inducing assualts. This series of events leads to formation of the Dhroktuurach, Vrent's specialised anti-siege units, whom carry the motto "Bos Na Abelon - Death to Abelon."
In the aftermath of Ableon's offensive, Illgarythe begins the reconstruction of its navy and any damage to its ports it might have endured. Reverse-engineering captured/abandoned Imperial weaponry improves the quality of its military. Illgarythe volunteers to aid Vrent in repairing damage sustained during the sieges. Illgarythe-Vrent relations peak and the two nations sign the to-be-named
Cultural Notes The nobility of Abelon have, and will likely always maintain, their strong sense of superiority and pompous demeanour. From birth, they are raised to understand the simple fact of life, that they are above and are inherently 'better' than not just the commoners, but also foreigners and in particular, non-humans. While slavery is indeed abolished in Abelon (it was seen as being too barbaric by the nobility, who like to view themselves as civil and above such affairs), racism is far from.
Note: 350,000 are crusader armies and are gradually withdrawing to their homes in other Justinian nations.
-Unique Trait #1: Huge elite military presence. High end warriors from sacrosanct and other justinian nations. These soldiers are well trained, well equipped and have strong leadership. -Unique Trait #2:
-Unique Flaw #1: Military withdrawl. Even though the massive and powerful army occupies the conquered nation, many are returning to their homes. If no reason to stay arises, the bulk of the crusaders will gone within a year, leaving a mere 9,000 crusaders to occupy the nation -Unique Flaw #2
-Major Towns/Colonies: Please describe any smaller cities, towns, villages, or colonies under your city's control. -Major Castles/Fortresses: -Buildings of Interest: -Geographic Features of Interest: -Territory Description:
RACIAL -Majority Race: Justinian brand humanity.
-Majority Race Appearance: Typical humans.
-Majority Race Characteristics: Typical humans although the crusaders that are remaining are heartier men and women.
-Minority Races: Some populations from other Yuwanist nations may be present to some degree. At tho time however, most have fled to their him nations. -Minority Race Characteristics:
RELIGION & MAGIC -State Religion: (If applicable. Either create your own religion or take on a major religion. If you design your own religion, I will add it to the religion tab above so other players might choose it. More than one religion in a state is ofc very possible) -Religious Information: -Religion Demographics: -Holy Relics In Possession: -Holy Sites Under Control: -Magical Schools and Curriculum: (What forms of magic are common?)
MILITARY
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: -Ruling Dynasty (If applicable): -Military Chief (If applicable): -Religious Head (If Applicable): -Persons of interest:
-History: (I will add key historical episodes to the history timeline above.) -Historical Relations and Greivances -Cultural Notes
N.B. When using images I attempted to keep some kind of artistic cohesion, but obviously that's impossible. The images only serve basic illustrative purposes. Specifically for the characters section, if in reading you form a mental image of that character it may be better to not use the visual reference provided.
Red denotes a new section, or key names that will be used throughout.
Yellow denotes links to images.
Nation Sheet
~ Vrent ~
City/Realm name: Vrent – An Ruuktor Fir ( The True Throne)
Flag/Banner: An Tzul D’Yvazgrul (The Eye Of Yvazgrul)
National
Capital: Vrent – An Ruuktor Fir - Ruuktor – The True Throne
Government Type: The sole leader of all Vrentians is The Quiet One, also referred to as The Apex and Yvazgrul’s Listener and most often just as The Listener. Authority however, is not absolute and things are more intricate than they initially seem. The Listener’s power stems from his or hers ability to directly communicate with Yzazgrul itself. The validity of this claim, let alone any proposed method, has yet to be verified by any outside entity.
The broader governing system of Vrent, stems from its founding race, the Ventus, and is quite complex and difficult to condense into a single word. It has strong traces of tribal chieftanism still evident, but with a far more refined and forward thinking application. It can be seen somewhat as an archaic meritocracy, whereby each Listener is someone proven beyond capable in all fields deemed necessary by the Vrentians; war, art and academia, three tenets its beliefs tie together.
The Speakers, act as a rudimentary senate-like institution. Speakers are chosen also by merit, however, in actuality, familial influence and honor won in combat mean far more than any other factor. Therefore, historically, Speakers have often been inclined towards heavy handed judgment and action, something heavily favored by the general populace. The Speakers oversee the Vidril, which are large organizations focused each on provision of a specific aspect of Vrent life. The military, academic, magic, trade and farming Vidrils are by far the most prominent. Expanded upon when necessary.
Currency: Vrent has always had a deep and intricate economical system, using varyingly valuable carved minerals(metals), in the shape of any traditional coinage. Modern Vrent is a trading hub, as much of the traffic across the Isthmus begins or terminates in Vrent and despite its ferociously violent history, and the many misgivings of it from other states, it is undoubtedly an important economic centre. Albeit, much of this is due to geographical circumstance and unfettered access to balsite mines.
It's modern currency collectively called ℘ragon's Heads, is a shared system with Illgarythe and Yeodrothan.
℘ Farthing: Lowest denomination ℘
℘ Halfshield: five farthings ℘
℘ Shield: two halves/ten farthings ℘
℘ Groat: five shields/ten halves/fifty farthings ℘
℘ Tower: two groats/ten shields/twenty halves/one hundred farthings ℘
℘ Blood: five towers/ten groats/fifty shields/ one hundred halves/five hundred farthings ℘
Population: Total population amongst the Towns adn Citadels is just over six hundred thousand. Explained in detail in geography section.
Unique Trait #1: Yvazgrul’s Knowledge ~ Direct contact and interaction with one of the most powerful of the Red Gods has its benefits. Yvazgrul is older than the continents themselves and provides intelligence and information second to none. The interpretation of this, however, may not always be as superb.
Unique Trait #2: Strength Of The Mountains ~ With its townships built into the low slopes of the Spine’s mountain range, Vrent is most difficult to assault. This is an attribute reflected directly upon its citizens. The Ventus themselves a strong, hardy and unrelenting race. Those of other birth, including the many humans, who in the past several centuries have amalgamated with the Ventus in forming modern Vrent, are also well versed in the trials of survival. The mountains themselves provide the balsite, the core commodity around which their economy runs.
Unique Flaw #1 : Economic Dependence ~ Despite prospering hugely from trade and general economic activity, much of this prosperity is due to external forces and Vrent is by no means assured a future. Riding on a wave of growth in recent decades, any interference in regular would prove catastrophic to Vrent. The state is massively reliant on resources acquired from others. Without trade, Vrent would be left with a lot of worthless rock. Worse still if the balsite supply ever were to dry up, Vrent would be left with nothing.
Unique Flaw #2 : Misunderstood ~ The Ventus’ stark reputation precedes all negotiations Vrent has with others. Historically, its founding race, has been classified as barbarians by many older states. In actuality, they were simply nomadic and not any less civilized nor advanced. However, fact means little in the way of cultural perception, and to this day many people fear or outright dislike Vrent and its citizens. Their emphatic worship of ancient beings deemed either non-existent or malevolent certainly doesn't help.
Geographical
Vrent as a ‘city’ has rather unique geography. Rather than a dense central urban centre, the city of Vrent is composed of a daisy chain of fortress-esque installations forming a two hundred and seventy degree arc around the initial slopes of the Spine’s mountain range. Each of these locations is focused on one large sky reaching building known as a Citadel, a religious and political construct. These towns are built vertically, only expanding out along the slopes by a few square kilometres each. They are however, extremely dense and built up, with many towering stacks and spire. Each Citadel reaches higher than any other building surrounding it. It is also important so to note, that 'Vrent' refers both to the Citadel Vrent, the first Citadel, and to the larger Citadel network and the state itself.
Linking the Citadels are the Ard Roads, carved into the slopes and raised on mighty archways, and the Ishil roads, vast underground tunnel networks. These impressive constructs act as conduits for all internal travel and trade in Vrent. Seven Citadels are linked by the Ard and Ishil Roads, and they are, in north facing clockwise, bottom to top direction:
Ozgart
Frelhund
Drizmund
Vrent
Auhmhaft
Solvvas
Yval’hund
Spreading out from these slopes are rolling lowlands and the farming pastures which provide the huge amount of food required to fuel Vrent’s never-ending mining operations. This terrority is all considered directly under the control of Vrent and rolls out as far as the edge of the continent where Vrent borders Alberon. Farmers of varying species work and own these lands, assured protection from Vrent, given mutual status and respect. All in return for religious conviction. To the east, and further into the mountain range, Vrent maintains peaceful, if tenuous relations with the other Isthmus city-states for the sake of trade.
Major Settlements: Sfel: Sfel is the northern most settlement which officially lays within Vrent's domain. It is a strategic port founded after the second Abelonian invasion of the Spine both to serve as a base for Vrent's newfound naval force and as a trading hub for further commerce to the east. It affectionately has gained the name Little Illy due to the large number of Illgarythe migrants who settled there to construct, instruct and generally aid the formation of Vrent's ships of the line. It is a small, but very valuable and well defended settlement.
Isthia Isthia is the name of the river which bisects the Vrentian lowlands, and the name of a settlement which rests near the confluence of it's two distributaries. The settlement of Isthia isn't a single centralised hub, rather a network of small farming villages and and towns. Together though, they do form a fairly dense community.
The river itself has had dozens of canals and and by-ways carved to extend it's lateral reach for the use of crop irrigation. Isthia is the granary of Vrent, accounting for nearly half of it's total produce and livestock.
Racial
Majority Race: The Ventus
Majority Race Appearance: The Ventus are a physically large humanoid race. Average males exceed seven feet in height, with most females reaching around six feet in maturity. They are though, not lithe and slender, as many tall races tended to be, in fact they are quite bulky and each Ventus carries a presence. This predominately arose from their history as nomads, having only settled into static towns, as a species, around a thousand years ago. The Ventus' skin color varies from tanned leather like colours, similar to many humans, to dark hues bordering black and to deep purples and blues.
Sexual dimorphism is not as apparent in Ventus as it is in other similar species. Females are not easily identified by structure other than height, and the main differences arise in facial features. Males have much sharper chin and cheekbones and tend to have much harsher complexions compared to the relatively soft skin of females. The main and most notable differences is in their ‘Adhark’, cartilage build up on the tops of their skulls which resemble small fin like protrusions. Those of males' tend to curve up and out, females' down and inward.
Majority Race Characteristics: The Ventus are zealous and resolute to say the least. Average lifespan lies between 70-90 years depending on lifestyle and location.
Minority Races: Humans
Overview: The Farrgorm, also called Far and Farrg, are a small dark skinned species native to the south-western lands of Avara. A typical male stands at around four foot tall though females can reach heights as great as four and a half. Skin tones vary from dark blue to grey and pitch black, depending on the geographical lineage of the individual. Differences in facial features between genders are minimal other than the more protruding jaw of the male and the noticeably pointed ears of the females. As a whole, the Farrgorm are a species that values brain over brawn but there are nonetheless countless exceptions to this rule, despite their somewhat frail nature in comparison to other species such as the Ventus or Agharin. The average lifespan of a Farrgorm is approximately 89 human years, or fifteen Awth-gnúth. The Awth-gnúth is a biological transition which every Farrg goes through roughly every six human years. Over their lives, the cells of the Farrg deteriorate at a much greater rate than those of humans, Ventus or Ulla. After this six year period, they have reached senility and Awth-gnúth is a three week long process in which cellular regeneration occurs throughout the body very rapidly. Afterwards, the individual will be returned to a condition relatively close to their physical prime. The average times that a single Farrg can do this is 15, hence the expected lifespan. Actual numbers fluctuate between 12 and 17 depending on lifestyle and socio-economic factors. There have been recorded incidents as high as 20. A Farrg going through less than 10 Awth-gnúth is rare enough that it is almost always due to death caused by disease or injury. Species Traits: • Rebirth-Regression; The Farrg’s unique biological process and evolution is both a gift and a curse. Each will reach and live through, hopefully, six peaks of physical health and fitness. This period usually lasts for about two and a half human years of the six between each Awth-gnúth. This means the average time a Farrg spends at peak condition is roughly 35-40 human years. However, conversely, they’ll will spend the other 45-50 in a senile state. Essentially there is no ‘middle-age’ within the species and ‘youth’ is a concept only ever associated with 1st cycles.
• Brain Over Brawn; Even shortly after Awth-gnúth, a Farrg is no physical match for a human, let alone a centaur. However, they do obtain impressive intellect and are known to be competent magic users, when the rare circumstance of a true mage being born amongst them does occur. Their biology means they don’t have one youth of experience and one old-age of refelction; they can have over a dozen of each. Thus, after several Awth-gnúth have been undergone they show an unheard of combination of wisdom, ability and enthusiasm. The change can be as much a psychological one as it is physical, and regression through the different inherent mentalities eventually leads to a moulding of the two.
Speciality: Master Traders; The Farrg are experts when it comes to manipulating the rudimentary economic systems found in the various states across Avara. Whether as snake oil salesmen, legitimate goods traders, deceptive merchants or honest tradesmen, the Farrg are known far beyond the bounds of their native Avara for their ability to turn a profit.
Quite a lot of the farmers in the lowlands are human, and quite a number of Farrgorm are involved in mining operations. Of course, there is a spread of all races. Many Illgarythe also take residence in the southern citadels, and a large number live in Sfel, one of Vrent's only coastal outposts fondly named 'Little Illy'.Any other PC race that may end up here after discussion.
Dawawn Ulla: The Ulla in some sense, defy regular classification. In Vrent they are considered equal citizens despite the persecution and disdain the Ulla received elsewhere in the past. In fact prior to the founding of Vrent, the Ulla were nearing extinction. This was entirely due to 'Un Geis', a supposed curse placed on the Ulla by a long forgotten enemy that results in a 99% stillbirth rate. Thus, despite laying a hundred or more eggs during a breeding cycle, only one, two or often none will reach term. The Vrentians believe this curse is the doing of the moon elves.
Only small pockets of them remained nestled in the mountains along the Spine. One such cluster occupied an area very close to Vrent's initial settlement. Originally contact was tense and oft violent due mostly to lack of an ability to properly communicate. In time though, the Ulla learned to replicate the common tongue using a sequence of hisses, and likewise, many Vrentians began to learn the distinction and meaning of a variety of Ullavin noises.
Mutual prosperity began to foster. The Ulla, being naturally superb burrowers, lending to Vrent's newfound mining operations exceptionally well. In return, Vrent made citizens of the Ulla, gave them all that came with it and most importantly of all; introduced them to the concept of farming. The fresh availability of food without the need to hunt revolutionised their course. The Ulla fit well with the Way, themselves worshipping Vvorhucht Drifyr, a lesser entity thought to be a close ally of Yvazgrul. The two religions eventually amalgamated. Vvorhucht Drifyr, not surprisingly, translates vaguely to 'Great Eight Sister'. Whether the gods actually were ever connected or the Way simply absorbed and implemented the Ulla's beliefs is unknown.
Their physical appearance and the generally pervading dislike for their taxonomic class, means that most rarely venture outside the Citadels and connected mines. Their population has exploded since becoming Vrentians, rising to the hundreds, likely into thousands.
The Ulla still, like all in their class, produce an incredibly strong silk, in terms of tensile strength. They have evolved, even prior to becoming Vrentians, to not need it for a specific purpose other than birthing, and instead used it as a multi-purpose tool and material. Now within in Vrent, some use it in the construction of burrows to live in (many also live in large homes in the inner-city), many also use it in the making of primitive art and most famously, it is used in a unique form of armour making; a mix of forging and weaving. The only time it is spun in large quantities 'inside' a building, is in the purpose made birthing chambers.
MORE INFO TO FOLLOW.
Religion & Magic
State Religion: The Red Way – The Worship of Yvazgrul. Vrent’s daily life is heavily influenced by religion. However, the Vrentians, don’t classify their own belief system as a religion. They are wholeheartedly convinced it is truth and not comparable to the fickle whims of ‘modern’ cults such as Old God worship, least of all Justinianism. Somewhat ironic, considering the manner in which most every other state regards ‘The Red Way’. There is an unpsoken hierarchy within the way, with Followers being the common of the faith, Watchers leading local worhips, Speakers overseeing all and The Listener at the throne.
Religious Information: The Red Way focuses on the truth that another world runs parallel to our, but exists within in it. Referred to as the ‘Eile’ or the Other, this world is home to all manner of immensely powerful entities. These Entities, are each individually tied to a plane of existence, according to the Way. Yvazgrul, is according to the first Listener, the original and most powerful of all Entities tied to this corporeal realm. Yvazgrul has no translation to any modern tongue as the spoken word loses much meaning of thought, but the closest interpretation provided is "Face of The Many Arms".
The Way is Yvazgrul’s will manifested in tangible form. Those who follow the Way follow a being with a rightful claim to this world, a claim made by strength. Knowledge and the acquirement of information are core parts of the Way, due to Yvazgrul’s unending comprehension; the more one knows, the closer they are to Yvazgrul. All will eventually follow the Way either by force of strength or force of knowledge. Justinian is regard among those who follow the Way, as being a lesser being from the Other, who is attempting to usurp Yvazgrul.
Relics: The Eye ~ A small, head sized orb, made of what would appear to be a metal of unkown composition. Laced patterns swirl around its exterior painting an unclear picture. In ancient times, there were many such Eyes, fragments of Yvazgrul; this Eye, the one held deep in Vrent Citadel, is one of if not the last. Its very existence is not known outside the circle of Speakers.
Magic: Magic plays quite a strong role in Vrentian society and is intrinsically tied to the Way and relgious practice. Those with the gift to pierce the veil that separates here and the Other and directly draw on Yvazgrul's wisdom and power are highly respected. Mages do not dominate society, nor earn merit based solely on their birthed gifts, but they do have a very decent head-start. Mages are most commonly called Seers.
Formally, any and all magic users, despite being few and far between these days, are trained and educated in Drizmund Citadel, which houses the Academy of Red, the colloquial name for the Vidril of Magics. Here Vrentian mages are given the finest opportunities available in the hopes that one day, each of them will be a glorious leader of the Way of Red; as a Watcher, a scholar or in battle. The magic learned and employed by the Vrentians is not like the magic seen on the continent. With their power coming directly from Yvazgrul, Vrentian mages uses both the Red Entity's knowledge and strength. Enemy minds can be corrupted, mentally tortured or wiped completely. Powerful binding magic and ferocious offensive manifestations can also be conjured. Vrentian Seers though, very rarely have needed to employ their abilities in recent decades.
Military
Synopsis: In the past, Vrent was very military focused. In the early days of the settlement, raids into the continent and along the mountain range provided much of its livelihood. With the advancements in balsite mining and refinement upon which it now operates, the need for aggressive resource gathering diminished. Occasional border skirmishes, odd bandit incursions and even a very rare assault from one the monstrous beasts that can nest in the mountains, means that Vrent still does having a standing military at each Citadel and regularly sends patrols throughout its greater territory. Vrentian military strength is comprised of 70% mounted units, with a huge emphasis placed on the mobility, versatility and general strategic advantage granted by cavalry.
Gunpowder technology, is recent in Vrent. Surprising considering their long history of controlled detonations for mining operations. Currently, infantry units are not commissioned with firearms by default, but several units have undergone training in the use and maintenance of basic matchlock pistols and rifles. Plans to roll this out across all infantry is under way, but may take some time. It is not a major concern or priority for Vrent, and they'd rather take their time making sure the temperamental weapons are of good quality. Cannons however, do play a significant role in the defence of each citadel, and the Ard Roads and are the main weapon of Vrent's four naval ships.
While conscription doesn't technically exist, the calling of the Way means that in times of war, Vrent is never short on willing souls. The largest advantage Vrent has, and it is quite an advantage, is the quality of weapons and armour which is tied directly to its mastery of balsite.
Infantry: The main bulk of any war machine is the feet on the ground, marching onwards to glory. Vrentian infantry is nothing remarkably special in terms of training. They are devout as the next, and as prone to doubt as the next. The bulk are volunteers who choose to defend the Way. They are however, excellently well equipped. Balsite-steel composites, referred to as Basteel, make for lightweight but venerably stout armour and armaments; second to none in the opinion of any Vrentian smith. Quite a number of human conscripts have signed on in previous years, with surrounding farmers sending their sons, seeing it as a well respectable life path.
Cavalry: The utter core of Vrentian forces are its mounted units. The term 'cavalry' broadly encompasses them together, but there are many subdivisions: heavy, light, ranged, scouting, messenger to name a few. The mounts also vary from breeds of horse to domesticated mountain elk. The massive distances which the city either directly controls, or promises to protect means that almost all roaming patrols are mounted, and messengers fulfil and incredibly important role.
Vrentian riders personally take care of their mounts, and much of the space of each Citadel's barracks, is exterior stables and barns. Close knit bonds between soldier and beast have proven to matter in the heat of battle.
Rhohee Layuuk/Ullavin Cavalry:
Not technically cavalry, and called a variety of other things within Vrent, they are unanimously referred to such outside Vrentian borders. A Ventus, human, Farrg or occasionally another species' ex-pat, along with a large female Ulla, form a mighty fighting pair. The entire concept is founded on the ideal of trust and mutual respect. The Ulla who choose to become Layuuk do so of their own volition, as much as any other citizen chooses to enter the Vidril Of War. Many of the Layuuk are noted to have mother-like roles in the pairing, a natural status quo that tends to develop.
Vrent's light warhorses are Isthian Warmbloods, also named after river which runs through the Vrentian lowlands to which they are native. Unlike other domesticated breeds and species found in Vrent, these animals were not bred by Ventus before the settling of the citadels. This native breed was ranched at some time during the 700 years of Vrent's development. These horses are not built to carry a heavy load, instead they are well suited endurance; long journeys and quick delivery times. This grouping can be further broken down into: lancers, archers, scouts and herd.
FYI: Dragoons is simply a fancy word for mounted infantry. They are also trained to dismount and engage.
The heavy horse cavarly units of Vrent, are the aspiration of many young Vrentian farmers. While more 'exotic' roles in the military exist, most young men who work the lowlands will see flanks of these riders trotting through on interior patrols. The horses themselves are Frayan Quarter Horses, which were historically, the battle-mount of choice for the Ventus. In the past seven centuries though, with the domestication of the more readily availabe and smaller Isthian breed, the Quarters have been selectively bred for size and sprint capability. Their purpose on the field of battle is to produce a presence and charge enemy flanks, often carving the way for the even less seen Torren Cavalry.
The Ardawn Elkun, often just referred to a Elks by outsiders are units in the Vrentian military that specialise in the training and utilisation of the massive mountain elks native to the Teeth. They are not strictly a form of cavalry. Instead the huge beasts carry large quantities of supplies or are fitted with specially designed saddles, allowing the beast to carry eight men along each flank. Thus, they are only used for large scale troop deployment and therefore, not used much at all.
The heaviest of all mounts in Vrent, by a long way, the Torren are incredibly strong animals. They are as much a part of Vrent as any of it's sapient inhabitants, having been the Ventus' pack animals for centuries before Vrent was founded. Since then, they have been re-purposed as elite charging cavalry. They cannot run quickly for very long and this require expert tactical manoeuvring to get the most out of them. Male Torren's horns are much longer and numerous, and are mostly used as combat mounts. The female Torren are milked and slaughtered for meat. The beast is synonymous with Vrent and the old saying goes, "You can't throw a stone without hitting a Torren. Don't throw stones if you can't run."
Dhroktuurach: ~ (Jraw-kk-too-rock): Also as depicted above. The Dhroktuurach, roughly translates to the the 'hammers' and these specialised units are a mobile siege force. Highly advanced descendants of the ancient raiding culture, they carry out disruption warfare. Burning farms, destroying roads, polluting waters and ambushing merchants are apart of their repertoire. Their purpose is create a state of siege-like panic without the need for massive static artillery or manpower. They often carry large two handed weapons and all don heavy traditional Balsteel plate-mail. Very rarely called to action in the last several decades, they train rigorously though, and are one of the hardest divisions to enter.
Warseers: Warseers are those of magical persuasion whom, after years of training at the Vidril of Magics, have chosen to commit themselves to the defence of Vrent. Unlike other military roles, even ones as specialised as the Dhroktuurach, a Warseer's service is until death. Trained both as lethally efficient warriors and wielders of magic, they are individuals who must be strictly regimented. Nonetheless, they are incredibly well respected, even revered, and their presence on a battle field can muster great spirit in their allies. They embody the delivery of oneself to the Other in death and are masters of blood magic.
Naval Force: Vrent's naval force proper, consists of only four ships of the line; Hayn, Duth, Tror and Ca'thur. They operate out of Sfel, the northern most outpost of Vrent. Two patrol Vrent's immediate seas at any given time. While they are the only Vrentian warships at the harbour, the docks have been extended largely for commercial vessels and is a very important trade hub.
The vessels themselves are of Illgarythian design and construction, with only Vrentian flairs and frills added to differentiate them. Each of them are "fifty-fivers", referring to the number of guns mounted along each. A small number compared to many of the ships deployed by larger navies.
*I'll add more specific types of infantry, cavalry etc as is needed or created IC!
Dramatis Personae
Aiste Torrin ~ The Quiet One Artist's Depiction. Aiste has served as Listener for three decades, having been chosen as the youngest Ventus to ever assume the mantle of Listener. Born and educated in Solvvas, her family were and still are heavily invested in the Dresznin Mining Operations. The family business though, was not for her. Showing above par academic merit from an early age, her parents knew that the Vidril of Knowledge is where she deserved to learn a craft and not the Vidril of Craft; which has educated Torrins for centuries.
Only twenty seven years of age when she ascended to the position, she had already proven herself academically, excelling in her time at the Vidril of Knowledge. Moving socially upwards in her early twenties, Aiste was on track to becoming a venerated Speaker. However, during the (INSERT CONFLICT WITH PLAYER NATION HERE) she, like many others in Vrent, chose to actively defend her land and Way.
Having joined the regular foot infantry, Aiste was involved in front-line skirmishes from the get-go. Through circumstance and nothing else, she found herself involved in the battle for Howth Pass, a key strategic mountain path. Whilst on paper being a victory, Vrent held and reinforced control of the Pass, it was a rather pyrrhic victory with great loss of life on both sides. Aiste was one of the few to survive and the only known volunteer that survived. Through this, The Speakers placed a great blessing and curse on her shoulders, The Hero of Howth they proclaimed her, pushing for the Vrentian populace to reflect on the battle as a victory.
Months later, the fighting having subsided, Aiste was back in Solvvas and continuing her defined path in academics. By no chance however, she was very quickly elevated to the status of Speaker; keeping figures of public note close is always important to any successful rule. In her new role, Aiste made many allies very quickly both among the Speakers who viewed her as a delightful new addition and old acquaintances who wished to capitalise on her new found position of authority. Thus there is no great tale nor an epic poem to recant in regards to her ascension to Listener. Slow, measured political manoeuvring, coincidence and a whole lot of luck are what delivered her to her current pedestal. And now, for the past thirty years, she has answered to many titles and communed with Yvazgrul itself.
Eolas Cuvvakt ~ The Speaker Of Knowledge Artist's Rendition Eolas is one of the oldest living Ventus in Vrent, born eighty eight years ago in Vrent Citadel itself. He has seen and had a hand in much of the difficult but beneficial advancements made in Vrent over the past century. Beginning his adult life in academia, Eolas spent most of his twenties and thirties working in the Vidril of Knowledge as teacher, and later as a professor. Eolas' specific area of expertise is history and the lessons gleaned from it.
The position he occupies is one of great authority. All Vidrils, not just the Vidril of Knowledge, are liable to him and must face his scrutiny. All Vidrils are involved in the teaching of the young, the inheritance of wisdom and thus must all respect the wishes of the master of teaching. Eolas is though, thankfully, world-learned as well and realises that core values of each Vidril are different and that not all wil neatly fit exactly into a plan. In this regard he is a very flexible Speaker, and one of the most pleasant to deal with in a professional capacity.
Ruwnda Ave ~ The Speaker Of Secrets Artist's Rendition The position of Speaker of Secrets is one which is almost exclusively held by a human. There are a few reasons, including tradition, but practicality is the most prominent one. The spy-master is in charge of all of Vrent's spies and information agent, and commands joint authority over the Scouting Divison with the Speakers of War. Thus in it's very nature, the position often requires movement into other territories going unnoticed. Consequently, for this same reason, almost every active spy currently deployed by Vrent is human, with a handful of dwarves and elves scattered among. Not much is known about Ruwnda, least of all her real name. What is clear, is that like all Speakers of Secrets before her, she seems to have just appeared and assumed the role.
Troddayre Cugath ~ The Speaker Of War Artist's Rendition In Full Battle Attire. Troddayre, or rather Trod as he is mostly called, is a Ventus in peak physical condition. Thirty nine years old and with another few years of his prime left, Trod commands a stern and true grip over Vrent's military. During his tenure there have only been mild border skirmishes and wandering bandits to deal with. His prowess on the battlefield personally, shone true in his early days in the Scouting Division in which he and his comrades held many a would be raiding party at bay.
His tactical genius, however, only became apparent later in his service as he began to speak up and be noticed. It didn't take very long for the Vidril Of War to recognize the greatness it had groomed.
Danus Constone ~ The Speaker Of Magic Artist's Rendition The current Speaker of Magics, and therefore Headseer and Loremaster for the Vidril of Magics, is a rather astute Farrg by the name of Danus Constone. The Constone, much like the Torrins, have been a part of Vrent's mining infrastructure almost since its inception. They have, also however, been a lineage of notable magical potential. Many of Danus' ancestors served as Seers and indeed Watchers. In recent family history though, there was a notable absence and Danus' birth and subsequent acceptance into the Vidril of Magics was a source of much pride for his family.
Like many of the currently serving Speakers, Danus' rise to power is not one marked by great intrigue. Instead, he made the most of his given social status, worked himself much harder within the Vidril than the majority of seers who were content as were, and developed connections where they mattered. WIP
History
Year ~ 867 & Prior YD At this time, the ancestors of what would become known as Vrentians, are dispersed widely across Tityos and the Spine. The Ventus, the major instigating racial group in the founding of Vrent, live a mostly nomadic lifestyle, roaming on the fringes of the Pharazon Empire. They are widely scorned by the Empire, viewed as peasants and barbarians. In actuality, they are near as advanced, in terms of knowledge and conceptualisation of the world, as the Empire, but stuck fast in their mobile ways.
The Ventus, at this stage have a well developed understanding of their own belief system, and each 'band' is held together by a leader whom possess and 'eye', a relic of Yvazgrul.
Year ~ 867 YD The Night Of Broken Bones: The Empire, feeling a self vindicating need to wave their political and military phallus at something, begin a systematic manhunt of all Ventus bands moving in their territory, claiming them to be violent and troublesome savages. Though referred to as a night, this event actually occurred over many months in which thousands of Ventus were slaughtered. Though little written records exist of the exact details, it is knowingly presumed that it was at this time that all the Eyes in Ventus possession, bar one, were lost or destroyed. Or perhaps the tales spun in Vrent are not to be taken to heart, and there has only ever been one true Eye.
Pushed East to the spine, bands were decimated before reaching the no-mans land at the base of the Spine's mountain range. Exhausted, morally destroyed and terrified, the Ventus settled here momentarily outside of the Empire's official borders, albeit still well under their thumb. Numerous Samaritans from within the Empire, take it upon themselves to slowly try and help the devastated Ventus population, camping at the mountain slopes. Many political movers in the Empire also provide some aid to the Ventus, using the near-genocide as an excuse to claw at the current regime and further their own footing.
Year ~ 788 YD Having now been based at the bottom of the mountains, statically, for now nearly eighty years, the Ventus population has increased, and permanent dwellings have been erected and farming begun. Many Farrg whom are 'citizens' of the Empire, but kept under constant social constraints, flee east to the Ventus settlement, seeking to plant roots outside the Empire. The Ventus themselves, believe the more that join this new home of theirs the better chance there is for surviving. Likewise many humans who politically, theologically or morally opposed the festering corruption of the Empire, migrate out of its borders to the Spine.
Year ~ 650 YD One hundred and thirty eight years later, and the Empire has still yet to attempt to make any move on what has now become known as Vrent, a new word, a word that combines the words for 'Home' in all of its citizens native tongues. The Empire is kept busy dealing with in-fighting and the much larger and already established states on the Spine, and beyond. The Empire is two and half centuries from 'officially' collapsing, but as is the way with these things, it is already visibly decaying and crumbling under its own pompous weight.
Year ~ 531 YD The construction of Vrent Citadel is completed. The establishment of the positions of Speakers, Watchers and the Listener are officially established and chartered, though the have essentially existed for decades. established. All those in Vrent, to at least some extent, believe now in the power of Yvazgrul and attribute much of the recent recovering and development to his knowledge, relayed via the Eye.
Year ~ 392 YD Aumhaft, Frelhund and Solvvas constuction is finished. A large influx of humans and farrg migrants from along the spine also occurs around this time. Balsite mining is in its infancy, but the potential is well understood.
Year ~ 211 YD Yval'hund and Drizmund construction is finalised, and the planning and foundation laying of the first Ard Roads and Ishil Roads begins. The current Listener, a human named Tomel, informs his people the Yvazgrul has said the sky will burn one hundred years from now, and a pretender to his throne will descend 'guised as a hero. Vrent begins to extend further diplomatic and commercial tendrils along the Spine.
Year ~ 100 YD The Empire officially no longer exists, a long time coming. It is soon however, simply replaced by Abelon, though the new monarchy seems somewhat less repugnant.
Year ~ 75 YD Shared History (Abelon - Vrent - Illgarythe)
Abelon now turns its attention toward the isthmus, the ruling emperor intent on continuing to pursue the expansion of his empire. The City States, having not fallen into as much chaos as the continent of Tityos, make clear their intention to strongly resist any move against them by Abelon. The city-states of Vrent and Illgarythe form a pact, promising to stand together against any Abelonian aggression. Only finally having managed to bring a degree of order and formality to its current territories, Abelon is unwilling to risk another period of instability and chaos among themselves and backs off indefinitely. This leads to Abelons initial dislike for the two city-states in particular, having been denied its opportunity to expand into the isthmus by their alliance.
Vrentian civilians do not think much of the threat at this time, as it has yet to arrive at their doorstep. However, Speakers and many of those involved in the military at this time, fully understand the looming threat Abelon poses. They actively galvanize the opinion that the sleeping giant to the West is something to be feared.
Illgarythe, fearing the possiblility of encroachment by the Ableon Empire on its doorstep, hastily undergo revisions to its military. This includes building individually-strong vessels to counter the Empire's numerical superiority, adopting more gunpowder-using infantry and artillery, etc. Watchtowers further north are constructed to alert the city-states of Imperial movements. Vrent provides large bulks of refined balsite* fot the construction of the ships in return for a four ships-o-the-line themselves. Many Illgarythians moved north to Vrent to aid in construction and development of these ships and the resulting naval force, seeing it as a fresh career oppurtunity.
Year ~ 1 YL Yvazgrul's 100 Year Prophecy comes to pass, the moon turns red, the color of the great entity himself and shatters in the sky, spraying a cosmic fire across the night of Avara. Far far to the east, a man appears claiming to have bested False Gods, and claiming the right to rule himself. The Pretender has arrived proclaim the Speakers. Let us not be fooled by the usurper.
Year ~ 2 YL Shared History (Abelon - Vrent - Illgarythe)
Abelon begins her second attempt at taking the isthmus. Unlike the first attempt, they are more prepared and willing to commit forces to the campaign. The navy of Abelon moves to engage Illgarythe and establish a blockade with initial blockades preventing Illgarythe from conducting much of its international trade; Hard-fought naval battles eventually whittle away at the Albeon fleet, but leave Illgarythe's navy exhausted and unable to pursue a decisive victory. Meanwhile the Abelonian land-bsed military focus their efforts on Vrent. The military of Abelon makes inroads in Vrent, taking most of the less-fortified land laying around the citadels and bringing it under Abelonian occuapation. The campaign appears to be going well, as Abelon pursues a strategy of starving out the citadels one-by-one. This traditional siege tactic works slowly on Vrent, due to their ability to move large quantities of goods from eastern cities, especially Ilgarythe into and through the Citadels via the Ard Roads. However, these hidden routes onto the Roads are soon blockaded by Abelonian forces several weeks after their discovery, thus putting the noose on Vrent's collective necks.
Before Abelon can pursue this strategy further, and move in to the final stages before occupying the Citadels themselves, an uprising of Agarhin causes civil disrest at home for Abelon. Illgarythian soldiers also arrive from the sout to lift the sieges at Vrent, as Ableon's offensive against them was mainly sea-based, leaving much room to manoeuvre. These factors lead to the withdrawal of many troops besieging the citadels of Vrent, and likewise the return of Abelonian ships from the oceans of Illgarythe and soon after, the remaining forces in Vrent are pushed back. Numerous, Agarhin migrate east to Vrent to escape the perceived persecution of those who would seek magical knowledge in the Empire. On their way back, Abelon scorches what farming land/settlements it can find and executes any Ventus 'prisoners' or citizens they come across, which leads to lasting resentment/loathing between Abelon-Vrent. Having been under siege, Vrent evidently doesn't have time nor resources to prevent these terror-inducing assualts. This series of events leads to formation of the Dhroktuurach, Vrent's specialised anti-siege units, whom carry the motto "Bos Na Abelon - Death to Abelon."
In the aftermath of Ableon's offensive, Illgarythe begins the reconstruction of its navy and any damage to its ports it might have endured. Reverse-engineering captured/abandoned Imperial weaponry improves the quality of its military. Illgarythe volunteers to aid Vrent in repairing damage sustained during the sieges. Illgarythe-Vrent relations peak and the two nations sign the to-be-named
Year ~ 117 - 121 YL Shared History (Vrent & Ostvinberg)
Historically the two neighboring, industry heavy states had pleasant if tentative relations. However, in more recent times, a long period of protracted conflict and head-butting ensued over access to mining veins.
The conflict can be traced to to the Novisterm Cavern and surrounding network of tunnels and caves. It started as a simple claim dispute between local miners but eventually became violent. The cave system is nestled high in the Teeth, but has several natural entrances, which fall on both sides of the border between the states.Survey groups and supply caravans were being sent by both sides with intent to begin full-scale mining operations. Eventually both sides attempted to send troops to make sure that their own respective sides wouldn't attack each other on sight but the plan backfired with the garrisons of troops attacking each other, due to perceived encroachments by the other. Shortly, an official state of war was declared by both sides.
In preparation and fear of an underground war, Ostvinberg reformed its Old Order Sentinels into the modern Veritidiger Guards, already an elite unit within the army and experienced in tunnel warfare. To supplement these units, the creation of Minie-gorods were used as towing traditionally heavy artillery was problematic to say the least and with constantly shifting lines, stone fortifications would be too immobile for practical use.
Being a largely mounted force, the Vidril Of War, was somewhat limited in it's mobilisation of troops to Novisterm, through the mountain passes and it's own tunnel system. Heavy horse bound cavalry were immediately discounted. However, the even larger Elken transport mounts proved an invaluable asset due to their ability to navigate through the mountain range with relative ease. The following conflict thus, was mostly fought by Vrentian infantry and Dhroktuurach (shock troop) units; a rare occurance for the cavalry heavy Vrentians.
Several particularly savage conflict occurred six months into the stand-off, within Novisterm itself. Though buried deep beneath the mountain peak, the cavern is large and expansive, though segmented in several parts by towering calcile columns. Two Dhrocktuurach (20 soldiers) units leading a flank of standard infantry(40) directly confronted a unit of Volkenier Arqubuses and Uzunhandlers. The actual battle was brief and bloody with both sides suffering near total loss. Only some of Vrent's younger footmen fled back through the caverns to report on the massacre.
Several similar skirmishes within the cavern itself and the immediate tunnel system followed in the coming weeks, before a long period of relative quiet. Collectively, the main frays in Novisterm resulted in a combined loss of life of over three thousand, two hundred lives.
While the official conflict only lasted short under two years nither side truely accomplished anything but waste time and manpower. However, both side embellished the conflict enough to their people to make it look like they had won; Ostvinberg told how they had successfully defended their ancestral tunnel system and Vrent claiming new found balsite deposits. Even with the war over and peace brokered, the two cities are on shaky but "accepting" terms. Local miners from each side say differently, occasionally getting rowdy and threatening to start another war over the bloodied caverns.
-Government Type: The government of Sacoris is best described as a hereditary oligarchy with the three most influential families each internally electing a representative to the cities highest governing body: The council of the three. Formally, the council exists to arbitrate disputes among the many influential citizens and families in the city and to effectively manage the resources and foreign aims of the city, but with that in mind, the council of three is by no means the only governmental organization within the city. There is a lower council of eleven made up of those who own the most property within the city that is rightfully considered the main decider in domestic affairs. It is usually only when an issue or dispute becomes epically serious that the council of eleven will elevate it to the council of three, and in such occurrences corrective action has usually been swift.
-Currency: The Sacori Gold a small rectangular piece of gold at a set purity is the base currency of the city. Similar rectangular pieces in silver and copper are calculated at one tenth, and one hundredth the value of the gold piece.
-Population: ~213,000
-Unique Trait #1: Gardens of the Deep: The mysterious climate of the Sacori caves means that the city proper is almost entirely self sufficient given even a small effort. The native plant life of the caves providing more than enough in terms of crops all the safety of the inner chambers.
-Unique Trait #2: Lost City: Sacoris is hidden deep under the stone of Dragon's Spines large the mountain range. To even access the city one must travel through the perilous outer and intermediate chambers, it has not been uncommon in history for the road and beacons leading the way to the city to vanish in times of war. In the vast labyrinth of the Sacori caves some say the ghosts of ancient armies still wander, lost for all time.
-Unique Flaw #1 Twisted by Nature: The founders of Sacoris were without a doubt Human beings, but now the same cannot be said. Some argue the strange plants of the cave are to blame, others say it is the light of the strange crystal formations that allow those plants to grow. Whatever the cause the citizens of Sacoris are a separate species now, one to exist only in the safety of their one city. Fundamentally, they are a people apart from all others.
Unique Flaw #2 Isolation: The strange nature of its people and its even stranger location has turn others away from Sacoris, and subsequently the people of Sacoris have turned away from the world. One it was said the road to the city was bustling at all times of the day, but now it is lucky for a few souls to pass it in a week.
-Major Towns/Colonies: Please describe any smaller cities, towns, villages, or colonies under your city's control. -Major Castles/Fortresses: -Buildings of Interest: -Geographic Features of Interest: -Territory Description:
-State Religion: (If applicable. Either create your own religion or take on a major religion. If you design your own religion, I will add it to the religion tab above so other players might choose it. More than one religion in a state is ofc very possible) -Religious Information: -Religion Demographics: -Holy Relics In Possession: -Holy Sites Under Control: -Magical Schools and Curriculum: (What forms of magic are common?)
-Military Details (Focus on unit types, ect. You can keep numbers vague)
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: -Ruling Dynasty (If applicable): -Military Chief (If applicable): -Religious Head (If Applicable): -Persons of interest:
-History: (I will add key historical episodes to the history timeline above.) -Historical Relations and Greivances -Cultural Notes
HEIRS OF VARION "The Blood flows, the Blood gives life. The Blood is life, even after the grave." —Mudren Fain, Red Priest of the Blood of Varion NATIONAL
-Capital: Yeodrothan -Government Type: Theocracy - The government of Yeodrothan City has a unique structure. The Red Queen is the sovereign of the state. Legislative authority is vested in the Crimson Covenant - a circle of powerful Blood magi- for Yeodrothan City, a body of Magi appointed by the Red Queen for six-year periods. Executive power is in the hands of the Head Minister of Abectors. The state's foreign relations are entrusted to the Holy See's Secretariat of State. Nevertheless, the Red Queen has both absolute power in the executive, legislative and judicial branches over Yeodrothan. The hierarchy of the church and state is explained further below.
-Hierarchy: The Crimson Covenant is a group of thirteen individuals, called vicars, and mostly comprised of long-lived mortals each of which has a direct line of communication with Varion herself. The Covenant has kept link between Varion and the day-to-day operations of the faith for many years. Unlike most of the faith, the members of the Covenant know each other and they are protected by Varion's powerful magic.
Abectors are Seekers chosen by The Crimson Covenant to be the head of operations over a temple and minor holdings controlled by the Blood of Varion. Some of the numbers of the Crimson Covenant are themselves Abectors, owning some of the ricer lands near Yeodrothan, though most are simply vicars who have proven themselves worthy.
The lowest rung of the hierarchy of the Blood of Varion is the clergy. These are Red Priests and other temple officials that follow the directions of the Abectors and most of these know nothing of the influence of Varion or her true machinations.
The Order of the Severed Claw is the paramilitary arm of the Blood of Varion and maintains a position equal to that of the Abectors. Their connection to the Blood of Varion is only known by highest ranking members of the Order due to their covert assignments. They make up an impressive spy network that expands nearly the entire Dragon Spine.
-Currency: Yeodrothans economical system is adopted from its mother city Vrent which uses valuable carved minerals in the shape of traditional coinage.
It's modern currency collectively called Dragon's Heads, is a shared system with Illgarythe and Vrent.
℘ Farthing: Lowest denomination ℘
℘ Halfshield: five farthings ℘
℘ Shield: two halves/ten farthings ℘
℘ Groat: five shields/ten halves/fifty farthings ℘
℘ Tower: two groats/ten shields/twenty halves/one hundred farthings ℘
℘ Blood: five towers/ten groats/fifty shields/ one hundred halves/five hundred
℘ Lily: two bloods/ten towers/twenty groats/one hundred shields/two hundred halves/thousand
Yeodrothan is a city of watery canals, riverfronts, and dark alleyways where one can easily disappear without a trace. The swampy ground and the nearby Widower’s Wood seem a poor choice for the locale of a major city, and it has required enormous labor to maintain the infrastructure. Nevertheless Yeodrothan has thrived, and as buildings collapse for lack of ground support or simply sink into the mire, a supply of industrious engineers and laborers keep constructing anew atop the crumbling structures. In fact, the Yeodrothanion graveyards are notoriously difficult to maintain due to the boggy grounds and the mysterious fell magic saturating the very soil. It is said the dead are restless even in sanctified ground and often rise to haunt the living— hence leading to many a rumor.
Despite such ominous traits, Yeodrothan flourishes because it is a vital trading hub that benefits further thanks to its one of a kind healing blood, this has earned it the moniker of the ‘Red City’. Indeed, Yeodorthan is a mixed bag. Its diverse and colorful culture, center of learning, religious society, and prime location make it a major hub for adventurers, frontiersmen, traders, students, and rivermen. The city of Yeodrothan style takes form as a large collection of gothic-esque, victorian buildings similar to the city of vrent.
Yeodrothan itself is a towering, labyrinthine gothic city, home to the Blood of Varion. The city split into three due to the fork of a major river running through it.
-Major Towns/Colonies:
Mobyhsh Landing: Mobyhsh Landing also known as the City of Sails, is a port city at the mouth of the River Talabec on the Cernarian Sea. The city was split into northern and southern halves by the River Talabec, and these are connected by the bridges Dalath's Span, Harbor Cross, and the Upstream Span. Other than the Grand Tower of the Arcane, the city is dominated by two- and three-story buildings. The northern section is walled and is almost entirely made up of warehouses. The Dragon Trading Post, Mobyhsh Landing's most successful overland trading company as of 140 YL, is situated on the northern bank, as is the North Gate, the portal between the northern and southern banks. The docks on the northern bank are on the sea coast (western part of the city) and consist of Greysails Harbor, used exclusively for the Mobyhsh navy, and the unprotected Open Shore, which is situated outside the city walls and is the only place foreign shipping can dock.
The southern bank consist of a heavily fortified inner section surrounded by caravan compounds. This area is home to the majority of residents and shops. The southern wall is semicircular, with over a dozen towers. The two towers flanking the South Gate are named the Twin Teeth.
Fellmoor: Fellmoor is an important town in South eastern Yeodrothan right on the border with Zar Dratha. Consequently, it has become a heavily fortified military supply center for Yeodrothanite forces throughout the region. In times of peace Fellmoor has been somewhat of a military city, but now it is truly the first line of defense in any war with Zar Dratha. The presence of so much military has created a tense society, however the residents still recognize the importance of the army in their city. Locals have heard tales of the razing of High Fields and other bloody battles of the past and fear their turn may come soon. They are a stalwart people who have stood against the Southernmen and are no strangers to hostility.
Most of the residents are of Agarhin blood, but a fair amount of them are Illgarythians, Ventus, and even Velfrites.
-Major Castles/Fortresses:
Blackwall This stone and turf fortification once ran the entire South Eastern hills of Yeodrothan from the River Reik north to the foot of the Dragon Spine mountains. The wall was once over eight feet thick and twelve feet tall for its entire length with glacis and a deep ditch filled with row upon row of pointed stakes. In addition to the fastness of Blackwall and Boarsgate, the wall had a score of other round towers, or fortlets, placed along its width. Named after the stone used to construct it, Blackwall was never adequately garrisoned from the onset, and by YL 119 it had been mostly abandoned and fell into disuse. Today the majority of the stone has been reused to construct local stone fences, bridges and buildings and the fortlets are either farming silos or neglected ruins. Only Blackwall is still defensible and currently has a small garrison.
Red Keep This rough-hewn fastness of stone and timber is located in the only wide tract of low ground within the chain of rugged hills that define most of Yeodrothan’s Northwestern border. It was mainly turf and timber before the construction of Blackwall, but stones from the Spine have been used in recent years to fortify the Red Keep. Relatively close to the western border, it is expected to hold its own if attacked and send warning to the city of approaching forces.
Bloodgate
-Buildings of Interest:
The Grand Cathedral of Varion: This ancient cathedral is the primary bastion of the Blood of Varion in western Dragon Spine and home to the Crimson Covenant Council. As the grace of this cathedral would lead one to believe, the Church of Varion is the power in Yeodrothan and has full power in city politics. The vicars are respected members of the community responsible for all priestly appointments for the western region as well as overseeing the city itself. They are an unbending group of aged priests each recognized as powerful magi, predominantly of the Path of Justice, led by Vicar Dowd Montfort. Not only is their religious authority nigh absolute, they have virtually full secular power second only to the Red Queen herself.
The Alchemists’ Guild Headquarters of the Red Crucible is the highest center of learning in the known world when it comes to material science. Here theology beyond the variance of blood is considered a waste of time, something that opposes the progress of true research – A stance that differentiates it greatly from the Grand Athenaeum, and makes it incredibly unpopular with local men of the faith. The blood and gunpowder produced here is considered the finest, without exception.
The Grand Athenaeum is among the largest libraries and institutions of learning in the known world. Possessing the oldest records or secrets both mundane and arcane in nature. It is here that the arts of Thaumaturgy are studied and researched.The building is built much like a fortified castle. The Grand Athenaeum is described as a university-like complex of buildings circled by high fortified walls. The complex itself is built upon a large hill within the city that overlooks the eastern side.
Yeodrothan University: The city’s second center for learning is located in a massive but evidently aged estate and is the home for many erudite individuals and their studies. The University features an observatory and many courses strange and sundry for its students ranging from extraordinary zoology to astrometry to alchemical theory. Yeodrothan University is primarily known for one of its most prolific professors, the High Chancellor of the Department of Extraordinary Zoology Professor Viktor Pendrake.
-Geographic Features of Interest:
Yeodrothan sits at the turgid confluence of the River Reik and the River Talabec, where the slow, wide waters of the two rivers flow in channels between broad mud flats. The docks lining the downstream fringe of the city known as the Reiksport are the last navigable point on the Reik for seafaring vessels, and the city attracts sailors and merchants from the furthest reaches of Avara. Foreign traders, adventurers and fortune seekers and the presence of the Varion Church ensure that the streets of Yeodrothan bustle with diverse activity; Merchants peddle their wares including various sundries, weaponry, “rabbit on a stick” snacks, apothecaries, while Blood Saints sell their services as healers and anything else that will fetch a price, all supporting a flourishing economy.
Blackroot Vale The Blackroot Vale, located on the border of Illgarythe, is a valley of rich grassland through which the River Talabec flows. The river rises beneath the sheer mountainsides of the Dragon Spine Mountains' southern extent. The people of the vale are known in Yeodrothan for their archery skills, and their Yeoman Lord Abector Drithan is an esteemed military leader.
Bloodsmeath Marsh Located on the lower southern east corner of Yeodrothan lands, Bloodsmeath Marsh comprises hundreds of tiny peat moss islands afloat in a sea of murky water, cat-tailed reeds, water locusts, and black mangroves. It is home to few humans—hermits and druids mostly. Difficult to traverse, the marsh is often avoided by travelers who prefer the safety of river travel a few miles to the north. Bloodsmeath is thick with biting insects and poisonous snakes and home to gatormen, bog trogs, and primal gobber settlements
Widower’s Wood Near Yeodrothan is one of the staples of local legend—Widower’s Wood. The Wood surrounds most of the city at a distance of a few miles, at some points coming within a stone’s throw of Yeodrothan. The Wood extends north and east beyond Yeodrothan border into what is technically part of the Bloodstone Marches. Inside the Wood it is always dark and foggy. Twisted, black trees claw their way out of the swampy muck towards the sunless sky. Tracks vanish into slimy seepage almost as soon as they are laid. Strange animals can sometimes be seen scampering through the thick branches overhead. Anyone who manages to bring one down will find the dark meat tough and odd tasting.
The only roads through the Wood are narrow, meandering paths that follow the rare spots of solid ground. Even so the muck can be a foot deep at points, making any trip an ordeal. To make matters worse, tribes of swamp beasts, gatormen, or bog trogs will occasionally ambush travelers.
A few brave folk do live within the Wood, but the city dwellers think the “swampies” are mad for it. These hardy souls, mostly of Ventus or mixed human heritage, manage to eke out a living by farming small plots of land and trapping the local wildlife for fur and meat. Sometimes they will visit the city and sell their skins in the Quad or barter for things they need. The swampies may be unsophisticated, but anyone traveling in the Wood would be wise to heed their words.
-Territory Description:The land ruled over by the city of Yeodrothan is a rather varied assortment. The land immediately around Yeodrothan is a combination of muddy ground and heavy woodland. The Widower’s Wood exists largely on the northeast side of the city, the city itself sitting on the fork of a river - called Crow's Foot- thus the land immediately around Yeodrothan is very swampy. However, thanks to the three rivers large portions of the land around the river's bank are extremely fertile. Granting precious farming land that serve to feed much of the cities livestock.
RACIAL Majority Race: Agarhin
Majority Race Appearance
-Majority Race Characteristics: Agarhin (translated Blood Child) tend to have an unsettling air about them, and most people were uncomfortable around them, whether they were aware of the Agarhin’s unsavory ancestry or not. While some look quite like normal humans, though all retain pronounced canines and almost reptilian like eyes, with other common features being horns, non-prehensile tails, and pointed teeth. Some Agarhin also have eyes that are solid orbs of black, red, white, silver, or gold, while others have eyes more similar to those of humans.
In many other ways, Agarhin were similar to humans physically. Agarhin are, on average, just as tall as humans, from 5'6" to 6'2" (1.67 to 1.88 m) and weighed just a little bit heavier at 140 to 220 lbs (63 to 100 kg). Interestingly females tend to be slightly larger than males. Agarhin skin is usually human-like in color, tending toward darker shades though extending past normal human colors into reddish hues as well. Agarhin hair is often the same color as human hair as well, though dark blue, red, or purple are also common shades amongst the race. Although it was not always the case, Agarhins tend to have better reflexes than their human kin. This, along with their natural propensity for hiding and deceit help to give Agarhin a reputation for thievery and duplicity.
Agarhin are also known for their cunning and personal allure, which makes them excellent deceivers as well as inspiring leaders when prejudices are laid aside. Agarhin are especially adept in the arts of magic. They also have an unusual diet among sentient races. In their early tribal past Agarhins feed on the blood of animals supplemented by raw meat. As they evolved they inherited a taste for it and many drinks involved blood mixed with fermented milk. Giving rise to their famous blood cocktails.
-State Religion: The Blood of Varion -Religious Information: The Blood of Varion is centered on the belief of Divinity Within, which means that the followers of the Blood of Varion do not revere any deity, but the blood that courses through their own veins. Only by embracing the potential power of their blood may they avoid the abyss and live in an afterlife crafted by the individual's own abilities, a place of eternal happiness.
While the followers of The Blood of Varion are often distrusted by members of other faiths because of rumors that they worship the dead, the members are not evil. This is widely misunderstood due to the fact that the teachings are dark and driven. While no longer presumed evil, the members of The Blood of Varion are unaligned and follow these exhortations:
Believe in yourself: "As the blood is the power, and the blood flows through me, the power is mine."
Work to improve yourself and your capabilities. “A complete understanding of divinity within opens the door to immortality.”
Meet with others of The Blood of Varion to share in the power of each other's blood.
Render aid onto those who are weak so they may yet become strong.
Those of The Blood of Varion are entranced by the meaning of blood, both literal and figurative, as well as heredity. To them, blood is the source of power and the divine, and only through understanding that power is within and not without or through an illusionary otherworldly power can one focus on day-to-day activities and self-improve and ultimately obtain immortality. For if one is strong enough, he may be able to master the source of life and abilities that come from within him and his blood.
The Head of the House of Varion who created the craft of Thaumaturgy sits as both leader of state and head of the religion. They have expanded their efforts in Blood Ministrations to other city states of the Dragon Spine. The coffers of Yeodrothan have expanded exponentially thanks to its trade in blood magic.
-Religion Demographics: 99% Blood of Varion 1% other
-Holy Relics In Possession: -Holy Sites Under Control:
-Magical Schools and Curriculum: Blood magic, or blood sorcery, refers to the magic performed by Agarhins, fueled by religious or occult practices and the power of vitae. Much like the Way it is a central part of Yeodrothan culture and religious practice. Through the practice of Blood Magic a Blood Magi can summon boiling fire from their blood, control the weather, and do things which are unnatural even by mage standards. Blood magic, first and foremost, is the practice of using blood— life itself —as a potent fuel for casting spells. This life may be supplied by either the mage or sacrifices, whether willing or unwilling. As such, the use of blood magic often allows a blood magi to cast spells that would otherwise be beyond the abilities of any wizard. While a Vrentian seeks to pierce the veil that separates here and the Other in order to power their spells, Yeodrothions instead draw power from within that of blood itself.
The early blood magicians learned that they could also create special rituals thematically connected to any blood magic paths they studied, there was apparently no limit to the number of rituals a blood magician could learn. The Church of Varion has extended blood magic by focusing around healing by infusions of alchemically treated blood. Miraculously, this blood healing can repair wounds and cure or hinder diseases. Yeodrothan's whole culture has since inception been focused on blood, even to the point of blood-based drinks surpassing alcoholic beverages as the most commonly consumed.
The most famous path off magic taught in Yeodorthan is Thaumaturgy. Created by exhaustive research and extensive experimentation, Thaumaturgy utilizes the principles of Hermetic magic used by House Varion when it was still a cabal of mages, adapted to be fueled by the inherent magical power of Vitae rather than the Quintessence known to mortal mages. While it is certainly powerful and versatile, it is organised very differently to the Spheres; Thaumaturgy is largely unknown to mages, and universally distrusted and reviled by those who do know of it.
MILITARY Military Details
The armed forces of the city state of Yeodrothan are largely made up of Militia forces supplemented further by levy troops when needed. Though in recent years a push for a more traditional standing army has been making headway. Yeodrothan calls a meeting of the Crimson Covenant and often vote a leader to act as Abector Of War during times of conflict. The armies of Yeodrothan are assembled from different piecemeal forces that are branched out and given sub-commanders in order to maximize cohesion and flexibility.
Units:
Infantry Units Yeodrothan Spearmen These militia of the city, bear wooden spears into combat with a sense of pride, instilled by the long-held traditions. They are experienced fighters due to the dangerous woodland tribes that inhabit their lands, drawn from the surrounding countryside of Widower's Wood and from among the foreboding boughs of the Bloodsmeath Marshs. Though armored sparingly with hard leather and padding supplemented by nasal helms, these Agarhin are efficient at holding the line against a pressing tide, granting archer companies the safety to pepper the enemy from afar. Equipped with six foot spears and teardrop blood red painted wooden shields, Yeodrothan Spearmen are solid defensive units, able to resist attacks from both foot and horseback, so long as they are well-supported.
Fellmoor Heavy Spearmen Taking their lessons from such great battles that changed the face of Avara, Agarhins know what it means to "hold the line." The colony city of Fellmoor has seen more than its fair share of conflict, as it shares the border with the wider arid plains allowing wider use of phalanx formations. Basteel mail, reinforced by fine leather to cushion blows, behind a sturdy teardrop shield provides premium protection. On the offensive side, the almost 3 meter long razor sharp spear with a slightly curved blade, suitable for slashing as well as thrusting, warns most enemies to keep their distance or perish. All this coupled with the Agarhin' determination to stand against those who would take what is theirs makes the Agarhin Spear Wall one of, if not the most formidable battle line in all of Avara. These Heavy Spearmen are thus among the finest of the Agarhin army. They are heavily equipped and wield their spears with a deadly grace. However, they are not as useful at fighting in woods because of their heavy equipment, but if the Red Queen wanted a battle in the open, he would rely on these battalions for the core of the army. Supported by archers and Heavy Swordsmen, they can be a severe threat to the enemies of Yeodrothan.
Widower Wardens Forest Wardens of the Widower Wood are members of the Rangers Of The Blood and like them are the unseen part of an Agarhin army. These expert woodsmen have lived in the Widower woods for a long time and have perfected the art of stealth and hiding. Many Paleskins have fallen to their blades without even knowing who killed them or seeing no more than a shadow moving through the woods. However, these units aren't equipped to keep up a prolonged fight in the open. If they fail to completely destroy an enemy they must run away and lay another ambush, as surprise is their biggest strength. They are often armed with a mixed bag of equipment, hooded grey cloaks with leather scale mail and short swords dueled with smaller round shields.
Woodland Warriors Protected by excellent lamellar armour and chainmail, the Woodland Warriors resemble the traditional way of the native agarhin to handle a heavy axe in battle. Brave and fierce, these hardy warriors are accustomed to fighting in their native forest terrain, and are an effective shock infantry to break enemy formations.
Ranged Units
Sentinels of the Widower Wood Trespassing into a wood held by the agarhin Rangers of the Blood is, quite literally, suicide. If within the first moments of your trespassing your body sprouts feather-fletched arrows, then a company of Agarhin Archers are likely the culprit. These Yeoman battalions patrol the reaches of the Yeodrothan realm, slaying every manner of beast in their wake, whether it be as minor as a large spider or as deadly as a swamp troll. Protected by lightweight leather armor beneath their cloaks while wielding longbows and messer blades, these excellent archers excel at guerilla tactics, using stealth to ambush any enemy that dares enter their adopted homelands. Besides being superb waylayers, Sentinel Archers are reliable units, useful for steadily thinning enemy ranks with their deadly volleys of arrows and can become capable melee units if necessary. These Sentinels, due to their ambush abilities and archery skill, compose the backbone of most Agarhin armies- out ranging most gunpowder based weapon or firelocks.
Yeoman Archers Drawn from Yeodrothan freeholders required by the Red Queen to be trained in warfare, Yeoman Archers are highly skilled ranged troops. Lightly armoured and equipped with a longbow for ranged combat, as well as wielding a large metal mallet for crushing armoured opponents in melee. Yeomen often lay defensive wooden stakes to help keep enemies at bay. Decades of combat experience inside forested areas to clear out beastmen makes them superb ambushers and snipers who combine stealth and versatility with deadly results. Their long leather coats provide good protection while allowing for the mobility needed to wield their powerful longbows and two-handed curved blades.
Blackroot Archers Blackroot Vale is a fertile valley situated on the southern side of the Dragon Spine Mountains. It's lush grassland sustained by the Blackroot River is home to many men who acknowledge Yeodrothan’s banner as their own. Though the Yeodrothanits of Blackroot Vale are a rustic people far from the more civilized coastlines of Mobyhsh Landing and Zar Tarlin or the high walls of Yeodrothan, they are known across the land as skilled bowmen and are a welcome addition to Yeodrothan’s armies. Living so close to the slopes of the Dragon Spine Mountains these archers are used to difficult terrain and due to their lifestyle are quite self-sufficient being able to craft their own arrows and maintain their bows while living off the land and surviving by hunting. As the drums of war begin to echo across the Dragon Spine the people of Blackroot Vale are wary and are making themselves battle-ready for Yeodrothan shall soon have need of them. They wield powerful longbows with great accuracy and have swords for close combat. Armoured mostly with camouflaged leather, they can’t be trusted to hold their ground against heavily armed forces.
Yeodrothan Musketeers An improvement on the arquebus by Yeodrothan alchemist, the Yeo muskets are longer, more accurate and fire a heavier shot that can pierce any armour. Like the arquebus, it fires using a matchlock mechanism, a smouldering length of rope as a fuse that ignites the gunpowder in the pan. The noise, smoke and lethality of this weapon causes fear in its targets. These troops are trained to use their surroundings to their advantage, and use skirmish tactics to break and harass the enemy. These Yeodrothan levies can also form an effective firing line when needed. The accuracy of their fire is excellent but they are weak against well-trained cavalry.
Cavalry The mounted forces of Yeodrothan’s army are unique in that they have long since abandoned use of horses in war aside from the odd pack horse where a donkey is not available. Instead they have tamed and breed creatures called Draconites. These creatures have a similar size and shape to horses, but lack their stamina in long distance running. They do however, make for it by possessing tougher hides, are more resilient, and are often stronger while being more dangerous thanks to their teeth, tail, and claws. Their ability to go longer days without water or food and the ability to traverse terrain that could kill horses make them tactically sound choices for Yeodrothan.
Mounted Sentinels Much like their foot counterparts Sentinels patrol the woodlands and swamps of Yeodrothan. Yeoman Horsearchers, due to their ambush abilities, archery skill, and remarkable speed, are a key component to any Agarhin army.
Yeoman Lancers Mobile and hard hitting, the Lancers can strike a vulnerable spot and cut through enemy ranks with their sharp lance points causing dismay and destruction among their foes. Such a potent force is a precious commodity and is only brought to bear when it can do the most damage and cripple the enemy.
Blood Knights Yeoman of high standing that often act as the bodyguards of Abectors. These units are a rare carry on from old Vrent tradition of mounted forces. They function as both bodyguards for the Yeoman Princes and Lord Abectors(on rare occasions for the Red Queen herself), and also as a vital part of Yeodorthan’s mounted forces. They wear the finest armour the smiths in Yeodorthan can manufacture, and even their mounts are heavily armoured. For weapons they use long ash-shafted spears for charging, longswords for close combat, and a solid teardrop shaped crimson cavalry shield. There are few enemies in the Dragon Spine that can resist a full frontal charge from these valiant Knights. They often paint their armor a dark crimson and wear bright blood red cloaks.
Fleshforged Masters of Thaumaturgy, blood magic and alchemy. The Blood magi of Yeodrothan have long since been crafting all manner of creatures both epic and foul from the hidden vaults of the city. There are two widely known forms of flesh forged creations, but there exist two others less widely known. Many are used as minor bodyguards for Blood Magi or Red Priest.
Gargoyles Fabulous and bizarre, these large, dense, man-shaped, winged magical creatures look like their namesake architectural features. Gargoyles are clearly supernatural; most are crafted from stone or similar material as automata to serve blood magi and sorcerers as lookouts, guards or for other purposes. Although traditionally known as "Children of the Stones", gargoyles can be created from various materials, from stone, to metal, to wood, and so on. They are given life through Thaumaturgy birthing rituals, with the vitae of their creator often coloring their talents, purpose, and demeanor. When their master dies, they often crumble to dust.
Bloodfire Ooze A bloodfire ooze is the unholy result of mixing an immense quantity of blood from innocent beings with the ichor of a demon. It is dimly aware of its surroundings and burns with intense heat. As mindless creatures, bloodfire oozes do not employ any tactics beyond “overwhelm” and “burn.” Master Blood Magi often create them to serve as guards for their labs and to enhance their own magical abilities. Red Priest especially favor these oozes because they empower fire spells cast nearby in addition to providing physical defense.
Blood Hulks A bloodhulk can absorb a tremendous amount of punishment, though its vulnerability to piercing and slashing weapons gives enemy soldiers an advantage against it. These mindless, bloated automatons slosh about, following the orders of its creator without thought. Because of its utter lack of intelligence, the instructions given to a newly created bloodhulk must be very simple, such as “Kill anyone who enters this room.” Bloodhulks can be encountered singly or in groups, depending on the proclivities of their creator and their purpose. Their immense strength and ability to absorb damage makes them useful as guards, tougher than zombies but not as expensive or complex as flesh golems. Bloodhulks are commonly found shuffling alongside other minor undead servants in a temples dedicated to the Blood of Varion. Bloodhulks are corpses reanimated through an infusion of the blood of innocent victims in a dark and horrible ritual. Their bloated bodies are filled with viscous gore and unholy fluids, providing them with the endurance to absorb an amazing amount of punishment before falling. They do not possess the need to eat or sleep and make a excellent work force for the Blood magi of Yeodrothan. Although bloodhulk fighters are the most common form of this undead, Red Priests sometimes create larger, more ferocious versions, such as bloodhulk giants and bloodhulk crushers in times of war.
Bloodhulk giant A bloodhulk giant is a larger, tougher version of a bloodhulk fighter. It can absorb scores of attacks, making it ideal as a guardian or bodyguard. Blood magi, and red clerics, use bloodhulk giants to fend off enemies while they attack with their magic. They are more costly to make than their small counter parts thus making them much more rare.
Bloodhulk crusher The most powerful version of this undead, a bloodhulk crusher is a living engine of destruction. Red priest use these beasts as walking engines of war. Their tremendous durability and great strength allow them to batter down castle gates, smash apart buildings, and crush smaller creatures. They are however, exceedingly rare due to the requirements of their creation.
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: -Ruling Dynasty (If applicable): -Military Chief (If applicable): -Religious Head (If Applicable): -Persons of interest:
CULTURAL -History: (I will add key historical episodes to the history timeline above.) -Historical Relations and Grievances -Cultural Notes
Have ye courage, o my brethren? The signs are everywhere. Some did not see it coming, others refused to see. I can feel it in the tingle of the air, in the heartbeat of the Earth. And I can tell that the storm is coming all down on me.
-Capital:
-תְּהוֹם, Tehom of the Deep: Tehom is the city located in the deepest point of the Ossuary, and seat of the Monarch. The greatest of the dead cities of the Ossuary, the monumental architecture of Tehom hosts many of the inhabitants of the realm, and it is here that the Monarch's armies are assembling, ready to march behind their black banners at the conquest of the outside world. Tehom is built in an austere yet grand style, with immense mausoleums and statues looming above, barely illuminated by the few torches of the city.
-Government Type: deathly kingdom, ruled by the Monarch. The Monarch's nature is unknown, but what is known is that it is the sovereign entity which rules from the Veiled Throne of Tehom: some say that it is the collective sum of all the souls that lurk in the Ossuary, others theorize that it was once a human necromancer who ascended far beyond mortality, and others yet say that it is a powerful demons from the nether realms, who came to conquer this world. Perhaps none of them is right, perhaps all of them are.
-Currency: obolos, a small golden coin with a skull on one side. -Population: circa 1,500,000. -Unique Trait #1: With Hearts Toward None
Since the beginning of human history, death has been an immovable force, the grand equalizer of all, the end supreme. Now, death has come alive, and walks the Earth. The Nekroi might be vulnerable and weak when fought one by one, but their resolve is stronger than steel and colder than stone: advancing in compact formations of bone and metal, the legions of death shall know not the meaning of fear, retreat, or surrender.
-Unique Trait #2: Groza
The sight of a seemingly endless legion of the dead marching forth can instill fear even in the hearts of the most battle-hardened veterans, while unexperienced soldiers tremble at the mere thought of the black banners of the Ossuary. Those who stand in the path of the Monarch should soon learn that it is not numbers what will win the war against the Nekroi, or be prepared to pay the price in souls.
-Unique Flaw #1: Mdłości
The dead walking the Earth are not a common event, and indeed one that most people wish to put an end to as quickly as possible. Thus, as most mortals regard the Nekroi as unholy abominations to be eradicated immediately, alliances, diplomacy and pacts are nothing but meaningless words in the ears of the Monarchs.
-Unique Flaw #2: Presence
-Major Towns/Colonies: -בְּאֵר שַׁחַת, Be'er Shachath of the Pit: north of Tehom, Be'er Shachath is located at the bottom of a steep ravine. The city, among the largest of the Ossuary, is composed almost entirely of an intricate network of narrow, dark tunnels and corridors carved into rock. Be'er Shachath is one of the most "lively" cities of the Ossuary, and an important centre of trade for the kingdom: travellers from the others subterranean worlds often arrive here to sell and buy artifacts and other valuable goods.
-טִיט הַיָוֵן, Tit-ha Yaven of the Swamps: Tit-ha Yaven, not far from the surface, stands in the middle of a great chtonian swampland, where the stagnant waters of the above filter and fall down to the depths below. The swamps around the city, composed of structures similar to stilt houses, are ripe with creature best not seen by human eye, but the inhabitants are used to them, and travel within and without the city, hunting for the monstruous things that lurk below the surface.
-גלאצהאב, Golachab of the Flames: Golachab, lying near the magma channels of a subterranean volcano, is the forge of the Ossuary, and its main industrial center. Its pathways and corridor are perennially filled with smoke and ash, and the uncountable sounds of hammers striking down on incandescent metal echo ceaselessly inside its walls. Everything that is made of metal in the Ossuary most likely comes from here, made by the expert hands of undead artisans and the sorrowful toil of the slaves, mining the ores in the suffocating air of Golachab, to produce armors, weapons, artillery and ammunitions.
-Major Castles/Fortresses: -Dakhma of the Towers: outside the Ossuary, many towers and forts exist, forming a network of walls and fortifications, the Towers of Silence, embracing much of the mountain, with its heart in Dakhma. Like most structures on the outer surface of the Ossuary, Dakhma is crumbling, in utter disrepair: yet, it still stands, as a witness of the might of its unknown builders.
-שַׁעֲרֵ֣י מָוֶת, Sha'arei Maveth of the Gates: the main fortress of the Ossuary, Sha'arei Maveth stands at the main entrance of the kingdom. Curiously, the original fortification was not designed to stop outsiders from entering the realm, but actually the contrary: later on, it was repaired and reinforced by its undead inhabitants, which have managed to somewhat preserve it from the decadence which swallowed the other outer castles of the Ossuary. Its massive black gates have been closed for countless millennia, but perhaps this is about to change...
-Buildings of Interest:
The north slope of the Ossuary, during winter
-Geographic Features of Interest: -懸棺, Xuánguān of the Coffins: connecting the outside world to Tehom, the road of Xuánguān is among the most traversed of the Ossuary. Passing through a deep valley, enclosed between two great natural stone walls, Xuánguān gained its name because of the numberless, crumbling coffins hanging from its walls: pieces of them, along with the bones of those once resting within, litter the road, and some can be seen falling even today. Yet, the number of the coffins never seems to decrease.
-Karijia of the Sarcophagi: on the eastern slope of the Ossuary, the small valley of Karijia opens, almost invisible from the outside. It is completely barren and uninhabited, except for the tall standing sarcophagi looming from the valley's slopes, surrounded by shattered bones. Vultures circle endlessly around the valley, almost as thin and skeletal as the dead resting within.
-Territory Description: the Ossuary is a great, immense mountain standing lonely south of the Dragon's Spine separated from the main. Inside the mountain, unbeknownst to most, a kingdom of the dead lies, and has been for countless aeons: made up of a network of great underground valleys, ravines, tunnels, caverns, caves, and corridors, some man-made, some natural, going deeper and deeper down into the Earth.
Majority Race: Nεκροί, the Dead
The virtues of loss, the hymnes of decay. Dost thou have faith now, o dearest friend?
-Majority Race Appearance: the Nekroi are undead skeletal beings, sometimes with pieces of rotting flesh still attached to their bones, which are sometimes missing or broken; still, the Nekroi march onwards, and when one falls, three rise to take its place. The Nekroi display uncommon physical strenght, but their bodies are still frail and can be destroyed rather easily: thus, when fighting, they clad themselves in heavy armor and use their usually superior numbers to prevail over the enemy.
-Majority Race Characteristics: it is said that the dead speak not, and perhaps this is why so little is known about the Nekroi in the outside world. Few writings mention them, and when they do, they are described as mythical and fantastical creatures living beyond the edges of the known world; still, the only element on which these accounts agree is the fact tath the Nekroi seem as governed by a single mind. This is only partially true. The Nekroi are in fact distinct entities, connected to each other, reasoning together as if they were the parts of a single mind, at the head of which, like a torch illuminating the darkest dephts of the Ossuary, stands the Monarch. For a long time, the Nekroi have been passive, slumbering in their tombs, but slowly, over time, they began to awake.
The beginning of the Nekroi's history has been lost to the abyss of time. Nobody knows who built the Ossuary, and nobody knows who were the Nekroi before their death: the very oldest tales and fragments hint towards an ancient emperor struck by a curse, long before the beginning of this age, who was forced by destiny to entomb his kingdom and subjects. Records start in an age when the first cities of the Ossuary had already been founded, and the Monarch was already seated upon the Veiled Throne. Immediately, the Nekroi were forced to prove their strenght, as the other Chtonian races, such as the Ephestians and the Jotnar attempted to reap the riches and metals of their land: many wars and battles were fought in the caves, before the borders of the Ossuary were finally estabilished. It was around this time that the Nekroi first started to look outside, recovering the ancient structures and fortifications standing on their mountain, occupying most of them; also, the Nekroi started trading with the other Chtonian kingdoms, exporting the heavy metals and artifacts of their land in exchange for gold, manufactured goods, and manpower: there was a time when the Jotnar could be seen working alongside the Nekroi to repair the castles of the Ossuary. During the centuries, the Nekroi developed a simple form of social organization, with the creation of an aristocracy, a small class of nobles which were assigned positions of power in the various cities of the kingdom: after two or three millennia, the Nekroi began to assemble their host. This cycle is drawing to an end, and this Sun is nearing the end of its life: soon, an imprisoned king shall once again walk the Earth, before letting it fall into darkness.
-Other skeletal races: Among the Nekroi, two subgroups can be found, which form distinct categories within the society of the Ossuary.
Wraiths
I shall erect myself over transience, I shall ascend over flesh.
Wraiths in the Ossuary are few, barely numbering in the hundred, and rarely seen. Before their death, these ancient spirits had great magical talents, and were part of a guild of wizards which was erased long ago from the records, and the secrets of their arts were forgotten by time. Yet, the cabal of magicians still lives on, after death. However, they sacrificed much their sorcerous powers to gain a new, immaterial form, freeing themselves from their bones and becoming spirits. The cabal of the Wraiths has now become something akin to a secret sect with an occult hierarchy, receiving their orders from the Monarch himself: they are among the few Nekroi who often wander the outside world, and scout the territories ahead, acting as spies, assassins and infiltrators for the Veiled Throne. Sometimes, in the darkest corners of the Ossuary, small congregations of Wraiths can be seen, celebrating their ancient rites among the tombs.
Horrors
All hail reapers of hope!
Not everyone in the Ossuary was fortunate enough to have his own tomb. Most were simply thrown into mass graves and left there to rot and decompose: endless pits filled with corpses, slowly devoured by worms and flies. As the millennia passed, the minds and souls of the unburied coalesced into single horrendous beings, thus spawning the abominations known as Horrors. Barely sentient, Horrors are monstruous masses of bones taking various different shapes, and are often used by the Nekroi as workers, battle mounts, and even moving platforms for cannons and other artillery, because of their great size and strenght. When left free, Horrors begin to wander aimlessly, endlessly wailing and begging for someone to end their eternal suffering.
Deathforged
Now, I am become Death, the enemy of man.
The ancient builders of the Ossuary had a great, profound knowledge of magic and anatomy. Although the secrets of their art have been long forgotten, the towering, cloaked figures of the Deathforged are the proof of its might. These fearsome beings were once humans, but their flesh was stripped off, and through magical means their bones were substituted with the heavy metal of the pits of Golachab. Since then, the Deathforged have been silently guarding the Veiled Throne: despite numbering only a few dozens, they are among the mightiest warriors of the Ossuary, and the only thing harder and colder than their metal bodies is the strenght of their will.
Necromancers
Come redemption! As the litany of abandonment rings through ruined temples...
RELIGION & MAGIC -State Religion: (If applicable. Either create your own religion or take on a major religion. If you design your own religion, I will add it to the religion tab above so other players might choose it. More than one religion in a state is ofc very possible) -Religious Information: -Magical Schools and Curriculum: (What forms of magic are common?)
-Military Details:
The main bulk of the armies of the Nekroi is made up of simple soldiers, all clad in heavy armors forged in the pits of the Ossuary, and wielding heavy metal swords, spears, axes and shields, as well as gunpowder weapons such as. Siege weapons and artillery such as cannons, bombards, and falconets are also used by the Nekroi. The army adopts simple tactics based on drowning the enemy in a sea of steel and bones, but some specialized corps also exist within the organization of the hosts of the Ossuary.
Death Knights
Never surrender! Never retreat!
The only cavalry force in the ranks of the Ossuary, Death Knights ride on top of artifically created Horrors, made to resemble a horse. Clad in finely crafted, incredibly heavy armor, these riders fall upon their enemy like a massive hammer, delivering a tremendous blow in spite of their small numbers: they appear as towering giants on the battlefield, and their appearance strikes terror in the hearts of the boldest warriors. Still, they are indeed slow even by the standards of heavy cavalry, and their mounts tire easily when made to run too much.
Phalanx He shall distress the weary He shall disgrace the meek He shall rip out the eyes of the lame And he shall cripple the blind.
If the Death Knights are the hammer of the armies of the Ossuary, the Phalanx is the anvil. Marching as one man on the field of battle, these soldiers are the veteran infantry of the Nekroi: numbering in the few hundreds, the Phalanx forms the forefront of the armies of the Ossuary in the most important battles, arranged in a tight shield wall formation. Their heavy armor and long spears makes it almost unbreakable even by the mightiest charge, but being quite slow, faster enemies can outflank it fairly easily; however, many warriors of the Phalanx are veterans of the ancient wars against the other chtonian races, thus making them fearsome and boldened soldiers.
Head of State/Monarch: the Old Monarch And let there come the rain, let there come the rain.
...there was once a holy king, who ruled in peace over his kingdom. Although he was old and very ill, he ruled justly and was a good man, and as he loved his people, so his people did love him. His realm was so prosperous and rich that even the gods came to envy it, and thus, with the help of other human kingdoms, they declared war to the good king, and sought to destroy his throne. For thousands of years the war raged on, and the gods sent upon the monarch's kingdom the horrors of the plague, and the sorrow of fire. In time, despite the heroic resistance of the monarch, it appeared clear that defeat was inevitable. Yet, the good king had foreseen this, and ordered his subjects to create a great shelter under a mountain: as the cities of his kingdom burned and his people were slaughtered by the demons and monsters who were invading his lands, the good king took with him those who remained of his folk, and escaped to the depths below, the only way to save them from the pillars of flame and ash.
Soon, the king stopped appearing in front of his people. Immediately, rumors spread about his death, and his people attempted to escape the dephts of the mountain: yet, the gods had sealed its entrance, to forever imprison the good king and his folk. The people of the Ossuary soon fell into madness, knowing that none would escape the depths: many killed each other or themselves, while the others sooner or later fell to starvation and thirst. In time, under the mountain, all was dead. Yet, the Old Monarch watched, sitting upon his throne, now covered by a deathly shroud, and as his flesh started rotting and his bones were whitened by the centuries, he saw his folk, once proud and loyal, becoming inhuman animals. Far beyond the borders of his mountain he did see, watching what was once his great kingdom become the home of decadent and corrupt polities, mere vermins polluting his ancient home, the home he could not defend. Yet, as the old proverb says, with strange aeons, even death may die.
The king is dead. All hail the king.
-Persons of interest:
...and may it wash away the scum, the cunts, the dogs, the filth, the shit, the whores, the junk, the trash, the worms, the freaks, the rot, the plague, the grime, the smut, the waste, the pigs, the slime, the mud, the vermin of every shape and size.
[practically every race in Avara can be found in Zar Dratha]
RELIGION & MAGIC -State Religion: The Old Ways -Religious Information: -Religion Demographics: -Holy Relics In Possession: -Holy Sites Under Control: -Magical Schools and Curriculum: (What forms of magic are common?)
MILITARY -Military Details (Focus on unit types, ect. You can keep numbers vague)
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: -Ruling Dynasty (If applicable): -Military Chief (If applicable): -Religious Head (If Applicable): -Persons of interest:
CULTURAL -History: (I will add key historical episodes to the history timeline above.) -Historical Relations and Greivances -Cultural Notes
NATIONAL -Capital: Drakonus -Government Type: -Currency: -Population: (one million [humans] is max, and is a very, very large city which will demand a lot of food and have a lot of internal unrest problems. For other races there might be other cases, which I will judge individually.) -Unique Trait #1: -Unique Trait #2: -Unique Flaw #1 -Unique Flaw #2
GEOGRAPHICAL -Major Towns/Colonies: Please describe any smaller cities, towns, villages, or colonies under your city's control. -Major Castles/Fortresses: -Buildings of Interest: -Geographic Features of Interest: -Territory Description:
RELIGION & MAGIC -State Religion: (If applicable. Either create your own religion or take on a major religion. If you design your own religion, I will add it to the religion tab above so other players might choose it. More than one religion in a state is ofc very possible) -Religious Information: -Religion Demographics: -Holy Relics In Possession: -Holy Sites Under Control: -Magical Schools and Curriculum: (What forms of magic are common?)
MILITARY -Military Details (Focus on unit types, ect. You can keep numbers vague)
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: -Ruling Dynasty (If applicable): -Military Chief (If applicable): -Religious Head (If Applicable): -Persons of interest:
CULTURAL -History: (I will add key historical episodes to the history timeline above.) -Historical Relations and Grievances -Cultural Notes
-Government Type: Republic. Violette is governed by a unicameral legislature, the Violette Senate, which consists of five hundred directly elected senators serving three year terms. The Violette Senate determines the entirety of Veletian public policy; it drafts, amends and appeals all of the republic's legislation and has exclusive authority over the full extent of the republic's area.
-Currency: Veletian Franc.
-Population: 920,000. Including the Luzerne and the settlers of the Fleurs de Mer, this number rises to about a million.
-Unique Trait #1:Maritime Trade; Violette is one of the most important ports in the Deeping Ocean. It has prosperous trade relationships with both the Empire of Abelon and the mighty Justinian kingdoms of the east. Veletian merchant vessels can be spotted from the far end of Geryon to the northern borders of Tityos, their holds filled to the brim on their return voyages with the exotic wonders of far-off lands.
-Unique Trait #2:Bustling Streets; Violette is the largest settlement in the Dragon's Spine. It is expansive and fast-growing, with new technological innovations and ever improving trade relationships helping to sustain a larger and larger population and grow the city further and further. This, naturally, is excellent for the city's economy: more and more people means more and more demand for goods and services, which in turn generates ever increasing economic activity. As such, Violette is the Dragon Spine's largest city not only in terms of population, but also gross domestic product.
-Unique Flaw #1:Piracy; Where coin can be earned honestly, it can also be earned dishonestly. The high volume of trade activity in and around the republic encourages not only the downtrodden of Violette's own streets to enter the pirate profession, but also ne'er do wells from foreign lands. Whilst the seas immediately surrounding the city and in and around her island colonies are kept relatively secure through the undying efforts of the Veletian navy, the rest of the region, especially the so-called 'Dead Bay' to the west and the Fleurs de Liseron to the east, is filled to the brim with the skull and crossbones.
-Unique Flaw #2:Nativist Insurrection; The Veletians have been embroiled in a long-running guerilla war for decades now, fighting against the rebellious native inhabitants of the 'Fleurs de Mer'—the Veletian name for the islands of the Deeping Ocean to which Violette lays claim. The coasts of the islands are under secure Veletian control, but their interiors are tenaciously defended by what remains of the islands' original non-human inhabitants. These rebels constantly hassle the efforts of Veletian settlers trying to establish homesteads at any appreciable distance from the coast, and occasionally even attempt raids on the islands' major ports.
GEOGRAPHICAL
-Major Towns/Colonies
Luzerne; Not actually a town per se, Luzerne is the name used to refer to Violette's outskirts, the farmer's fields and various small villages which comprise the Veletian mainland outside of Violette itself. The phrase Luzerne is often used in a derogatory sense, synonymous with 'provincial', referring to the attitudes and mannerisms of the rural folk. The word refers to not only to the region itself but also the people within it: Luzerne is populated by the Luzerne. The Luzerne have an accent which is notably distinct from the standard Veletian accent, less smooth and more guttural, with much more colourful slurs and plentiful slang. The Luzerne subculture is also found in some of Violette's poorer neighbourhoods, much of which are in fact populated by recent settlers from the countryside.
Fleur de Tulipe; The largest of Violette's colony-towns, also used to refer to the island on which it is located. Fleur de Tulipe is the most peaceful of the Veletian islands; this is because the island was the first to be settled by the Veletians, resulting it its native inhabitants having already been entirely defeated, unlike in the republic's other isles. For this reason, and also because of Fleur de Tulipe's famously fertile soil, the island has a reputation as the republic's breadbasket.
Fleur de Pissenlit; The most modest of the Veletian islands in both size and population. Fleur de Pissenlit's heavily forested interior hides many small camps filled with dangerous rebels, but the woods are nonetheless the colony's most important asset. Most of Fleur de Pissenlit's economic activity comes from lumber extraction, and there is a great diversity of tree species to be found in the island's forest—almost as great a diversity as methods of murder any lumberers who venture in too deep might be subjected to by the guerillas.
Fleur de Fétuque; A large island, but with very few settlers—it is believed that the number of non-humans remaining in rebellion in Fleur de Fétuque may indeed outnumber the settlers, although for obvious reasons there is no accurate way of assessing the guerillas' numbers. Most of the island is thick grassland, in which it is easy for wandering bands of rebels to prowl silently and invisibly. There have been attempts by settlers to clear the grasslands and set up farms, but they rarely end in success. Although the climate and soil are supportive, the roving bands of armed and hostile raiders are not. If a settler is lucky, he'll find his crops either trampled or set ablaze. If he's unlucky, he'll be murdered, and his entire homestead desecrated or demolished.
Fleur de Fétuque's mountain, called Bastard's Peak by the Veletians, is home to a particularly high density of rebel activity. However, excavators have found that it is also home to a greater many thick ore veins, so the mountains and their surroundings are, in spite of the rebel activity, home to most of the island's primary settlers: miners. These miners are always accompanied by more than a few armed guards, regulars of the Veletian gendarmerie. Occasionally, this military presence is enough to keep the mines (relatively) safe and profitable. All too often, it is not. Atrocities are far from uncommon in the Bastard's Peak, and it has even been hypothesized that the rebels might have their headquarters hidden somewhere in the treacherous mountains.
Fleurs de Liseron; The name given to the smaller islands around Fleur de Fétuque, excluding Fleur de Pissenlit. The Fleurs de Liseron are mostly useless, possessing very few settlers and even fewer natives. Unlike the three larger islands, they are rocky outcrops that cannot be used for either farming, lumber or mining. Their only real purpose is illicit: piracy. Along with the pirates of the Dead Bay, the maritime bandits of Liseron are a plague on Violette, negatively impacting trade and occasionally even ambushing Veletian military vessels to send a message to the Senate. Thankfully for the Veletians, the pirates of Liseron have targets besides the Veletians to go after. Veletian captains who aren't worried about getting a little dirt under their fingernails sometimes even make deals with the pirates of Liseron, sending them against their competition in order to afford more plentiful and more lucrative trade routes for themselves.
-Major Castles/Fortresses
Estporte; A fortress guarding the eastern approach of the Most Serene Republic. Estporte is as much a wall as it is a fortress, heavily fortified only on the side facing east, the direction of the many Justinian kingdoms of Geryon, who might either envy Violette's wealth or wish to convert its inhabitants by the sword. Estporte's walls are thick, structurally fortified against siege weapons (including cannon), and run the entire distance from the mountains to the coast, built into each. There are battlements set up at regular distances along the fort's length as well, to fend off those who might try to breach the walls. Each battlement holds numerous cannons and rows of musketeers and archers, ready at any moment to absolutely slaughter an army unwise enough to approach.
As it is nearly impossible to reach Violette by land from the east without going through Estporte, the fortress' purpose is both practical and has extensive propaganda value. Even if all the armies of Geryon were to band together to strike a killing blow against Estporte, their ranks would be savagely slaughtered by the gunpowder defences of the eastern wall, rendering them no match for the well-equipped gendarmerie waiting on the other side. The only way to approach Violette from the east without going through Estporte is to travel over the seas, which are extensively patrolled by the powerful Veletian navy, or to take the long and arduous trek through the Dragontail Mountains, opening the approaching army to the threat of deadly ambush.
-Buildings of Interest: Violette's crowning feature is the Palais du Peuple, a gargantuan construct resembling a cathedral, built in the Gothic style. It is situated on a small island at the city's northernmost point, the Fleur de Violette, which both lent its name to the city itself and served as the inspiration for the naming of the republic's island colonies. The Palais du Peuple is the seat of the Violette Senate, housing not only their chambers but also private residences for each senator, servant's quarters for the chamber's staff and a gendarmerie barracks. On the southern side of the Palais du Peuple, above the main entrance, there is a stained glass depiction of a violet in bloom. This symbol has come to represent the republic, and is emblazoned on shields, incorporated into the business logos of trading outfits and even crafted onto the sides of shapes or drawn onto their sails. The Palais du Peuple is the heart and mind of the Most Serene Republic of Violette, and its majestic form contrasted against the horizon of the Deeping Ocean is a sight which instils immense patriotism in all Veletians.
-Geographic Features of Interest: The Dragontail mountains, the name given by the Veletians to the north-eastern end of the main mountain range of the Dragon's Spine, separate Violette's borders into two sections: east and south. The east is heavily defended by the fortress of Estporte, but in the south, in the Luzerne, is the most beautiful natural feature in the republic: the Piscine de la Lune. A large, natural pool, as if carved in prehistory into the side of the Dragontails. The Piscine de la Lune is traditionally used as a place of worship, a location to venerate Uwan, the Goddess of the Moon and Queen of the Astral Hierarchy. As of late however it is becoming less and less frequented as the Veletians gradually lose touch with faith.
-Territory Description: The republic's northern coast-lands, including Violette itself, are Mediterranean in climate. Further south, into the farther away regions of the Luzerne, the climate becomes more temperate. Naturally, the Dragontails are quite cold at their higher elevations as well. Almost 100% of the land area of the republic's mainland not covered by the city of Violette is used for agriculture.
RACIAL
-Majority Race: Human.
-Majority Race Appearance: Self-explanatory. Two arms, two legs, a head and so forth.
-Majority Race Characteristics: Veletians tend towards the features of southern Europe, such as olive skin and darker hair colours. This tendency is most pronounced in the Fleur de Tulipe, and least evident in the far south of the Luzerne, where lighter tones are more common. Fair skin and hair are seen as stereotypically Luzerne features.
-Minority Races: None, except in the Fleurs de Mer, which are home to the Lescour, the island's hostile natives.
-Minority Race Characteristics: The Lescour are an usually hairy race of humanoids, rarely taller than five feet but with appreciable strength for their size. They are a race on the decline, the Veletians actively trying to force them out from wherever they still exist, and thus it is unusual to run into a free Lescour who is not armed and ready to fight.
RELIGION & MAGIC
-State Religion: Violette's official religion is the Astral Hierarchy.
-Religious Information: The Veletians are nominal worshippers of the Old Gods, but the Breaking of the Moon long ago shook the faith of most in the city. The Luzerne are still relatively religious folk, but even they are gradually finding religion less and less powerful of a force in their lives. Although the worship of the Astral Hierarchy is waning, Violette is far from accepting Justinianism as its replacement; although the republic trades with many Justinian kingdoms in Geryon, and the worship of Justinian is theoretically allowed, Luzerne gangs active in Violette's poorer neighbourhoods often vandalize Justinian churches and intimidate or assault those who publicly express their support for the God-King of Sacrosanctum.
-Religion Demographics: 80% of the population are followers of the Old Ways compared to about 5% Justinians. The remainder are either irreligious or follow small, minority religions (mostly the former).
-Holy Relics In Possession: None.
-Holy Sites Under Control: The Piscine de la Lune is an important holy site for followers of the Old Way. It is said that those who bathe in the pool's waters are spiritually cleansed, and it is common for those meditating inside the cave during the night-time hours to claim to see visions of Uwan, the Moon Goddess. Less reverently, it is also alleged that angry mobs of Luzerne who run across Justinians in the republic's south lands punish the blasphemers by drowning them in the Piscine de la Lune's waters—a poetic end for those unwise enough to publicly express their worship of Uwan's rival.
-Magical Schools and Curriculum: Violette is home to two rival magical schools: the Université de Rayons, which teaches divination and is formally affiliated with the city's Astral Hierarchy churches, and the Laïque Magi, an all around wizard's school, but which is most known for its excellence in air and water (and ice) manipulation. The Rayons, alumni of the Université de Rayons, typically go on to work within the worship of the Astral Hierarchy. The graduates of the Laïque Magi, colloquially called 'Quemagi', often serve in the trade sector, helping prominent captains to traverse the seas.
MILITARY
The Veletian Gendarmerie is the republic's combined army and police force, responsible for protecting Violette and her possessions from threats both external and internal. The force is extensively trained, highly disciplined and pays exceedingly well, ensuring that its uniformed men are skilled in both combat and manner; the only thing better than a gendarme's aim is his etiquette. The rigorous nature of the initiation requirements and the training process ensure that only the most capable men make it into the gendarmerie. For this reason the organization is famously impartial, baring no predisposition towards corruption or harassment of innocents, as might be found in other cities.
The second consequence of the gendarmerie's strict induction process is its small number of enlisted men. The gendarmerie's numbers are what one might expect for the guard of a city half Violette's size, and therefore they must be supplemented at times with local militia groups of substantially lower quality. In the settlements of the Luzerne and Fleur de Tulipe, for instance, it is not uncommon for a village to possess only one or two resident gendarmerie, aided in their efforts by a larger number of local militiamen who report to them. This situation can also occur during times of war; when the gendarmerie are believed to be too few to counter a threat, it is not uncommon for the gendarme in charge to recruit a temporary militia to fill in any gaps for which there are too few uniformed men to occupy.
The dress, weaponry and even the behaviour of the gendarmerie is highly regimented. Their violet-coloured uniforms are tight-fitting, made of breathable, stretchable fabrics, designed to mimic the dress of the upper classes without limiting combat capability. Over top of this uniform is worn a padded cuirass, for purposes of defence. The standard gendarmer in the field will be armed with musket and attached bayonet; part of a gendarmer's training involves being able to load and fire five rounds per minute from their firearm. Those gendarmerie deployed in settlements fulfilling police roles, rather than on the battlefield, are instead equipped with a flintlock pistol and sabre, to preserve fleet of foot. As to a gendarme's behaviour, a strict code of conduct is followed, called the 'manière charmant'. It has three basic tenets: a gendarmer must act without personal advantage or favour, must conduct themselves with nobility and grace when treating with all classes of persons regardless of status, and is to exemplify courage in all their dealings within and without the call of duty. The Veletian militia, in contrast, has only one expectation: obedience.
The pride of Violette and the master of the Deeping Ocean, the Veletian Marine is one of the largest and most technologically advanced naval forces in the world. Its top-of-the-line vessels patrol the seas from the farthest reaches of the Fleurs de Mer to the beginning of the Dolorous Bay, protecting the maritime empire of the Dragon's Spine's largest city. The territorial breadth of Violette's empire does not represent the full extent of the reach of the Veletian marine, however. Veletian merchant ships carrying cargo of exceptional value will often by accompanied by war-vessels of the marine, deterring all but the most foolish pirates and other enemies of commerce. These commissioned trade outings, alongside the constancy of piracy threats, ensure that the Veletian marine is a more experienced naval fighting force than nigh any other. While in many foreign lands, formal military vessels are often in duty only in times of war, most ships under the command of the Violette Senate are kept in action at all times (excluding regular repairs and inspections), leaving their captains and crew ready and seasoned for battle.
Although the Veletian Marine is a more than sufficient force for both defending the republic and projecting its power abroad, Violette also possesses a large merchant navy. Rather than for defence, they exist for the purpose of conducting overseas trade, the primary engine of the Veletian economy. Owned primarily by either trade enterprises or private individuals, the vessels of the Veletian Merchant Navy tend to focus on speed and cargo space over defensibility, and in times of conflict (either with pirates or foreign navies) are dependent on the Marine to ensure they reach their destination.
NATIONAL DRAMATIS PERSONAE
-Head of State: Violette possesses no formal head of state or head of government—all senators are theoretically of equal rank, and there are no ministerial or secretarial positions which devolve duties. However, the Violette Senate is not immune to the natural tendency of councils to form voting blocs, and the members of those voting blocs are not immune to the natural tendency of mankind to look up to leaders. As such, it is Charles Dupont, the most influential of the Senate's members at present, who is generally seen as the republic's leader.
The first born son of a famous and beloved political figure of Violette's past, Charles Dupont II is a substantially more modest and reserved man than his illustrious father.
TBA
Charles Dupont, now remembered as Charles Dupont the First, was an entrepreneur of Veletian might, a bombastic and ambitious man, and easily among the greatest of the Violette Senate's long list of men of politics. His accomplishments were so many that even his rivals, of which his charismatic nature ensured there were few, could not help but sincerely commend his contributions to the republic. He is remembered as the man who brought the Most Serene Republic of Violette into an entirely new age, placing it at the forefront of a great technological leap forward that would supplant it firmly in place as a great power, worthy of international respect and prestige.
It was after a long and hard-fought political campaign that still newly elected Senator Charles Dupont accomplished his first feat worthy of the history books: the expansion of the Senate itself, to make way for seats representing the Luzerne, effectively extending the democratic principle to all the citizens of Violette's mainland. Besides being the largest such expansion since the fall of Pharazon, this change also afforded the still up and coming Charles Dupont a small army of indentured senators, bound to Dupont's will by the degree of affection that the newly empowered electorate of the Luzerne held towards him. It was with the aid of this great quantity of new allies that Dupont convinced the Senate to fund a massive military campaign to the yet unpacified Fleur de Tulipe. This campaign, which Charles ensured became known as the Dupont Expedition, flooded the island with as many gendarmerie as it had inhabitants. The gendarmerie combed over every square inch of the island, capturing or killing the indigenous Lescour rebels to the last, and bringing peace to the island for the first time since the beginning of Veletian colonization. It was immediately coinciding this great and perhaps needlessly expensive victory that the inhabitants of Fleur de Tulipe, too, were granted seats in the senate—at Dupont's behest.
After securing himself an array of all but guaranteed allies, Dupont initiated a massive senatorial spending spree. The Violette Senate began to invest massive amounts into the Veletian Marine and Violette's port facilities, commissioning the greatest ship-builders from across the land to not just design new vessels, but entirely new technologies. An entirely new branch of government was set up, its sole function the research and development of new technologies and innovations to increase efficiency. The short-term effects were primarily negative, sending the Senate deep into debt and severely damaging Dupont's reputation. Yet, the affection of the Luzerne and men of the Fleur de Tulipe had, alas, already spread into Violette's poorer neighbourhoods, seeded by Luzerne newcomers. It was thus that yet another clutch of senators found themselves unelectable unless they follow Dupont's lead; and so, by the skin of its teeth, the program continued. Time had nearly run out for the dwindling Dupont when a convenient political crisis allowed him to show off the fruits of the labour he had forced upon Violette. The new ships of the Veletian Marine, fantastically large and equipped with stunningly large arrays of cannons, were sent to fight against a newly consolidated pirate-state. The naval vagabonds of the Fleurs de Liseron had evicted what little presence the Senate's naval wing had in those islands, and forged between themselves a formal alliance, which announced independence from the Most Serene Republic and swore loyalty to Justinian. The matter necessitated quick resolution, to avoid any of the kingdoms of Geryon taking the offer of the pirates and claiming the islands for themselves. As such, it was with relative unanimity, even among Dupont's greatest critics, that the fruits of the research program's labours be sent along with the main war fleet to re-establish sovereignty in the isles.
This conflict would come to be Dupont's most spectacularly remembered triumph. The broadside cannons of Dupont's truly massive galleons tore the pirate vessels to pieces in the dozens, at times wiping out multiple ships in a single volley, rendering them barely recognizable wooden tatters. This stupendous carnage was most elegantly displayed in the Battle of Convalescence, so named for the state it forced upon the pirate coalition. A mere four of Dupont's massive vessels, in formation, unassisted by any of the other ships of the Veletian Marine, was converged upon by and entirely destroyed the main fleet of the three most powerful captains of the pirate coalition. Thousands of pirates perished, drowned in the wreckage of their sloops. A fleet from Geryon, witnessing the battle from out of cannon range, sailed back south at the sight. Each of those three pirate captains who had led their fleets into the battle perished, drowned amongst their men. Once the fleets were ravaged, the remaining enemy vessels and any survivors in the seas were escorted back to Violette. There, in a grand procession at night, within sight of Violette's ports and the windows of the residences of the Palais du Peuple, the remnants of the pirate fleet—rendered immobile and laden with prisoners—were set ablaze. Another two thousand men either burned alive or drowned, the fires that engulfed their small ships illuminating the night sky to display in brilliance Dupont's creations. The remaining pirates of the Fleurs de Liseron abandoned the coalition, effectively ending the war, and entering into a conflict amongst each other for territory in the islands that led to their continual decline in power over the remainder of Dupont's time in the Senate. This duration would eventually be cut short in 196, when Charles Dupont fell gravely ill and shortly thereafter passed away. His son, Charles Dupont II, then announced candidacy for his father's vacated Senate seat, and won by several landslides.
-Military Chief:
-Religious Head:
-Persons of interest:
CULTURAL
-History: The history of the Most Serene Republic and the city in which it is centred is one in the same. As such, the republic's history is considered by the Senate to have begun when Violette was first founded, in ancient days, generations before the rise of the Pharazon Empire.
What is the now the grand metropolis of Violette was originally founded as a small fishing village, by the eastern Spine's indigenous human inhabitants. The settlement was so named due to the many wild violets growing on the island in which it was situated—the Fleur de Violette, which now houses the republic's capital building. Violette grew naturally at a relatively quick pace its early days, new settlers lured in by the unending wealth of the sea: fish. It was the desire for wealth drawn from an entirely different source, though, that first sparked Pharazon's interest in what would soon properly become a city.
During the conquest of the Spine by Pharazon, Violette endeavoured to remain neutral, thereby attracting refugees from the rest of the war-torn region to its own peaceful shores. It was in this period of waiting, after the beginning of the conquest but before Pharazon had yet taken the city, that the Violette Senate was founded. Originally housed in a (comparatively) modest merchant's villa in the city's north end, the Senate was created for the purpose of providing a solid governmental framework for Violette, a base from which to organize the construction of defences for the city, and the creation of a military force to ward off aggressors. In those days, Violette's ports were home only to fishing vessels, and the idea of a Veletian navy was more or less laughed off as an expensive and unnecessary venture.
It was when Violette was still only part of way through the process of preparing itself for war that war arrived, uninvited. A surprise assault from Pharazon by sea, including a landing of men to the city's south and east, took the Senate and its newly mustered militia by surprise. The Capture of Violette was swift and decisive; the militia was crushed, Violette's shores hammered with fire from Pharazon's navy, and the only newly formed Senate was disbanded. Although the Senate's death would eventually be undone when Violette won back its independence, hundreds of years later, one change that Pharazon made to the Veletian homeland would be unending: the initiation of maritime trade.
After Violette was captured and its region pacified, Pharazon made extensive renovations and investments in the city's structure. The city's port, a haphazard collection of wood and nail, was demolished entirely. In its place, Pharazon constructed a grand new port, one much larger, of much higher quality, and designed for much more substantial vessels than meagre sailing ships. Seeing Violette's unique geographical position as an opportunity, the Pharazon Empire made Violette a free port, the empire's primary trading city along the Deeping Ocean. Trade routes that have stood to the present day were first established in those years, and the powers that be in Pharazon even deigned to head-quarter their northern fleet in the city—a point of information that would become incredibly important to the increasingly subjugated Veletians in the future.
((War against Pharazon to be worked out yet. Dates and such need to be settled with all the other players)).
After Violette won its independence, and the heated (but peaceful) struggle for separation from Drakonus was over, the newly revived Violette Senate announced a major construction project to both signify the city's newly restored sovereignty and solidify their own authority. All buildings and parcels of land on the Fleur de Violette, the city's founding place, were purchased by the Senate, only to be demolished and cleared. In their place, an entirely new, massive construct—the Palais du Peuple—was built, to tower over all of the rest of the city and serve as the Senate's permanent chambers. The Veletian Marine and Gendarmerie were also established in this period, the former a newly Veletian rendition of Pharazon's stolen navy, and the later a reinvention of the rapidly collected militia established by the first Senate.
Foolish Hans went down to Yearning, it was just around the bend! He didn't trust the stories, which he thought were all pretend! Foolish Hans went down to Yearning, he had done it as a dare! He slept late in the tavern, 'cause he didn't even care! Foolish Hans went down to Yearning, And he never went home again!
-Government Type: de facto Aristocratic Particracy
Although Yearning has no official currency, a particular medicinal drug referred to as Praeum is accepted nearly throughout the city as legal tender, including by the Guild of Motion and the Guild of Astrologers. The drug is a clear, golden coloration similar to that of honey which is wholly fluid (and so can be mistaken for neither honey nor, as is a common misconception by outsiders, urine). It is known to induce heightened recollection of past events within the individual when imbibed. Praeum is brewed exclusively by the Starshine Brewery, which has a prearranged agreement with both Guilds and shares all brewed Praeum out between the three of them, and distribution is independently managed.
Individuals carry Praeum in small wooden or metal flasks usually kept on their person within pockets or tied to belts, although places of business sometimes will store Praeum in large, cast-iron jugs (which customers which pour measures of Praeum when issuing payment for goods and services rendered). Permanent residences also usually have a similar jar secreted away where family or personal funds too great to be carried in person are kept. All flasks, skeins, jars, jugs, kegs, and other holders of Praeum must be specifically marked with the Starshine Brewery seal of authenticity in order for any Praeum stored therein to be worth anything, as a measure to prevent exploitation by outsiders (however brief their window of opportunity might be).
Praeum's value is measured in milliliters, centriliters, deciliters, and liters. Specific wooden and metal pipettes for specific milliliter and centriliter updraw are a common sight throughout the city, while personal flasks and jugs are often measured to specific volumes of deciliters and liters. A single milliliter of Praeum is worth a loaf of bread. A centriliter is worth a decent meal, two would get you excellent service and board for a night at an inn or else a good time, and three might be used to purchase certain luxury goods. A deciliter could be used to buy a sword or armor. A liter could buy a small house.
Due to the general atmosphere of Yearning, prolonged habitation has something of a dulling effect on the memory. Citizens of the city use Praeum not only as a currency, but as a recreational substance in order to remember bygone times with greater clarity in order to compensate.
Opprotunists from outside the city have made numerous attempts to exploit the system of currency used to their own gain. Historically though, the cost of brewing Praeum, smuggling large quantities in and out of the city, and finding enough 'misplaced' authenticated containers to hold it all, in conjunction with many smugglers failing to leave the city, has proven to be too high to be worth it.
Outsiders are not expected to carry, pay with, or be paid with Praeum. It is commonly accepted that outsiders who are merely visiting or passing through are to be paid in variants of refined Heelstone, vouchers, or services.
-Population: ~112-144,000
Visitors to the city of Yearning are gradually impressed upon by an inability to muster the willpower, conviction, and motivation to leave the city. No force, magical or otherwise, will physically restrain anybody who attempts to leave, but the insidious influence of the City's curse inevitably drains even the most keen and sound of mind of the power to exit the city of their own volition.
The curse pervades the entire city, but its influence is most strongly felt around the entrance to and within the Heelstone Mines. Visitors to the city can generally stay for one to two days and reasonably be expected to be able to pack up and leave unless they are particularly weak-willed. However, this time is drastically reduced if they venture too close to the Mines, and some can find themselves ensnared within a matter of hours upon wandering into the Mines proper. Although it is common knowledge that a strong will provides some resiliency to the curse, ultimately such only affords perhaps an extra day at the most - even the strongest and most disciplined minds are hobbled in short order by the curse of Yearning.
Many learned individuals, including great sorcerers and mages from every corner of the world, have attempted to study the curse to little avail. There are few known methods of resisting it, either mundane or magical in nature - efforts to hypnotize, charm, and control individuals into leaving the city after being affected by the curse all inevitably fail. The only known of manner of freely moving through the city without fear is to possess an arcane object referred to as a Blue Moon Talisman. The members of the city's Guild of Astrologers are the only known makers of the Talismen, and as a rule only distribute them amongst their own order. The process of their creation is a carefully guarded secret, although it is known that each Talisman has to be specifically made for an individual, making stolen Talismen useless for the purpose of infiltrating the city.
When the city was still growing in size, stories and tales of people who managed to escape after falling prey to its curse became local legends whose names are still uttered in awe, often with fanciful titles and appellations appended - such as Graceful An, Poe Fatebane, and Forthright Mannet. In modern times, it is not an unusual practice for people to arrange for 'Curse Insurance' by hiring mercenaries to kidnap them from the city in the event that they overstay their welcome. However, these arrangements rarely end well for anybody involved due to the inevitable unwillingness of the would-be-captive, and the generally low remuneration for a successful job.
The Curse of Yearning is more than just an inability to leave, but has more pronounced effects after prolonged periods exposure vver months, years, and decades of time. All things the cursed experience fade. Memories of joy and passion blur, the faces of loved ones grow indistinct. The taste of food in one's mouth turns to ash and dust. The feel of the breeze, of rain splashing upon the skin, of a lover's touch - all turn dull and numb. The scents of all pleasurable things fade, leaving only that of rot and filth. Unlike the other aspects of the curse however, these detriments are more easily contended with. Some magical spells and arcane rituals can either delay or entirely prevent these effects, as well as medicinal solutions of various natures. The drug known as Praeum, know for enhancing the ability to to recall indistinct memories, is so omnipresent in the city that it is accepted as legal tender.
Heelstone is a semiprecious ore of some rarity found in nature with less frequency than gold, but more than platinum. The city of Yearning is home to a particularly rich source of Heelstone and, more importantly, is the only place in the known world where the process needed to treat and refine Heelstone exists.
The process of refining treated Heelstone itself is something of a non-secret, easily learned through cursory inspection of the facilities throughout the city. All are mundane, nonmagical processes no more complex or sophisticated than those used to refine the various permutations of coal. The true secret is the treatment of raw Heelstone to prepare it for refining, which is a secret kept exclusively within the Guild of Astrologers, and only known to a small number of members. The details concerning Heelstone treatment are a complete mystery even to those who work within the Heelstone mines.
Heelstone itself, capable of being refined into a number of different forms, is a most singularly useful substance. A brief description of the more common forms follow:
Cohet: A highly compressed form of Heelstone that acts as fuel. Similar in nature to Anthracite, Cohet can burn for extremely long periods of time, producing a clear, dim flame that releases little smoke and producing little to no ash. Variants of Cohet with varying degrees of volatility and combustibility exist. It has a wide range of general utility, used for candles, fuel, cooking, oil, forges, and military purposes.
Pigstone: A form of condensed Heelstone that often come in bite-sized balls, Pigstone is an inexplicably edible variant of refined Heelstone. Surgeons and scholars throughout the land are completely baffled by this, as Pigstone has seemingly no great mineral content other than itself - normally being entirely indigestible and moderately toxic. Used for field rations in many armies or as emergency supplies in many settlements, Pigstone does not spoil or rot and can be stored indefinitely. Animals, including rats and insects, universally loathe Pigstone and will rarely if ever ingest any by choice (leading to its use as a pest deterrent). Eating two to three balls of Pigstone can keep a man satiated for a day. It tastes largely of rust, dissolves in water, and smells faintly of smoldering embers. It possesses no medicinal properties whatsoever, and a dying man will likely continue to die if only fed Pigstone.
Dirtgut: A gum-textured and pliable form of Heelstone often used as Mortar and Caulking agent, as well as a general-purpose adherent. Used nearly anywhere where large scale construction takes place.
Carmot: An extremely pure form of refined Heelstone, Carmot is a metal equal to steel in many respects, but possesses a lower melting point and is generally easier to forge with. It is additionally much more resistant to corrosion, and is known to not have quite the same degree of flex.
Magebane: A common misconception exists that Magebane Heelstone prevents the use of magic when, in reality, Magebane acts as an arcane attractor and lightning-rod analogue. Magebane attracts nearly magical and arcane influences, and absorbs it in the same manner a stone might absorb heat. A fireball conjured by a mage, in proximity to Magebane, would have the magical currents sustaining its flame sucked away into the Magebane, causing the magically sustained fire to gutter out - although any fires it lights which has sufficient fuel to continue burning will do so. Magebane's area of effect extends out to approximately one meter, and so ironically many Sorcerers and Mages are capable of wearing armor made of Magebane while still being able to effectively cast spells and arcane powers just beyond the range of the metal's influence.
One of Yearning's most prominent and infamous exports is its clay golems. The process of making them is three-fold.
Within Yearning, there is A Courtyard Named Freedom. The stories say, if one wishes to escape Yearning by means other than committing suicide, they must go there. Arriving at dusk, a person who spends an entire night in the Courtyard, once the sun rises, will dissolve and be washed into the frame of their own shadow, which will be transformed into a semi-solid, film-like substance referred to as Straylight. Straylight has two particular qualities, the first being that it is both literally and figuratively clingy and the second being that it is extremely inimical in nature. Upon sticking to either a person or object, Straylight can cause its host to move and act in dangerous ways which often prove to be both highly esoteric and traumatic. The most popular horror story involving a person stuck with Straylight has them being forced to gorge themselves on rocks they found lying around on the ground until their stomach ruptured.
Since leaving Straylight to accumulate or wander out of the Courtyard would be extremely bad, it is harvested by members of the Guild of Motion every morning, who use it to animate specially pre-prepared bodies fashioned out of clay. The resulting golems are then inevitably sold outside of Yearning, and thus it is rumored that it is possible to escape from the city in the form of Bound Straylight.
The Tower of Starlight: The central tower of the city, which serves as the headquarters for the Guild of Astrologers. At its uppermost floor lies the Yearning Observatory, one of the most prominent stellar observatories in the known world. Constant shipments of luxury goods, mirrors, lens, and clothing make their way into the tower every day. The tower itself is built upon the large hilltop, underneath which the passageway into the Heelstone Mines resides.
The Aluminum Workshop: Despite their name, the many craftsmen work with gold and glass as much they do aluminum, for a singular purpose: The assembly of the finest mirrors in all of Avara. Many of them are shipped directly to the Tower of Starlight (nobody is quite sure what the Astrologers do with all of them - surely they would need good lens more than mirrors?), but the rest are exported as one of the single most expensive and ornate goods produced in the entirety of Yearning.
Heelstone Mines: The Heelstone Mines, possessing a single large entrance at the base of the city's central hillside, are a network of subterranean tunnels, shafts, boreholes, chasms, and caverns that riddle the underworld of the arid plains. Tens of thousands of laborers work ceaselessly in the mines, day and night, and so many supplies flow in and out of the surface passage that they almost qualify as a second city. Mineshaft collapses, poisonous gas vents, streams of the blood of the Earth, and generally unpleasant accidents are so common and expected that they generally do not even slow down tunnel foot-traffic. A logistics network that would shame the largest supply caravan on the surface operates with frustrated inefficiency. The curse of Yearning's influence is particularly strong here. The deeper you go into the Earth, the stronger it gets. Those who plumb its darkest depths are the quickest to either commit suicide or to abandon hope and enter The Courtyard Named Freedom on the surface above.
Purestone Refineries: The Purestone Refineries are a collection of forges, workshops, smithees, and craftshops that are tasked with refining treated Heelstone into its various different forms. The Refineries take up so much space that they fill nearly an eighth of the city, and employ nearly a quarter of its populace. It is often said that pebbles and small items on the ground here always tremble and shake due to the constant motion and energy pervading the area.
Starshine Brewery: A converted alehouse farm turned alchemical foundry on the Northern base of Yearning's central hill, the Starshine Brewery produces all the Praeum used by the city's populace, and authenticates all Praeum containers as well. A sizable security force of people extremely, severely desperate for a fight to the death plead with passerby to start trouble with them. The Brewery is famous for its massive brewing vats, which are all repurposed tower bells.
Fade Parlor: Named to remind you that if you don't keep the good times rolling hard enough, all joy will eventually fade from your life in the city of Yearning. The Fade Parlour is the preeminent relaxation and pleasure lounge in the entire city, featuring no less than four gambling halls, two bars, two brothels, an innumerable number of small 'medicinal' dens, luxury goods kiosks, and the only temple in all of Yearning. Many inhabitants of the city come here not only to unwind and keep their senses fresh from Yearning's curse, but also while on official business or while on-the-job. As such, the Fade Parlor is as much a consortium of business as it is entertainment.
A Courtyard Named Freedom: South of the central hill of the city, between The Last Horizon and the Heelstone Mines, lies a large open-air Courtyard. Decrepit, its stones millennia old, it is the only locale in the whole city which is purposefully left unlit. Those who become Hopeless may come here when nothing else remains. Those who stay in the Courtyard for a whole night will, upon daybreak, dissolve and be washed into the frame of their own shadow, transmuting into Straylight. Task mages from the Guild of Motion clean Straylight out from the courtyard every morning, hauling them away in extremely interesting barrels carved with curious runes. Sight Merchants linger about the Courtyard's outer walls, enticing any who might listen to sell their Fates.
Freemason Gallery: An ancient temple to the Old Celestials that had been refurbished and repurposed to act as the headquarters for the Guild of Motion. Here, a modest number of task mages and a much larger number of craftsmen produce Golems using Straylight retrieved from The Courtyard Named Freedom.
Prison of Eyes: The Guild of Motion produces many, many golems. So many that not all of them can be used or sold. Those that can find no purpose are stored in an isolated ghetto within the city - a sixteen block sector filled with nothing but Golems, unmoving, unfeeling - but always watching. Occasionally once in a while something will fall over and a Golem will move to put it back into the correct position. Amongst their number, mad and slavering Sight Merchants wander, looking for hints and evidence of a golem bound using particularly potent Straylight that might be put to better use with a thread of stolen Fate...
The Last Horizon: The gates to the city, a massive pair of stone doors always opened wide, with massive chains of stone crisscrossing them, holding them open against all efforts to see them shut. A single statue of an angelic figure stands here looking out of the city, its hand half outstretched, reluctantly lowering, stone eyes artistically rendered full of an anguish that can never be buried. Always, there is a large line of disbelieving souls standing just beneath the statue, staring with wide eyes at the open horizon before them, uncomprehending of their inability to cross it. Always here as well, is a stream of visitors and future inhabitants who stare, gawk, and jeer the despairing victims of Yearning's curse.
Redeemer's Embassy: Lying just outside the city proper where its path joins with the Mountain Valley route, the Redeemer's Embassy is the previously abandoned and condemned Embassy for Zar Dratha. A band of mercenaries, dour yet simultaneously seemingly infinitely more merry than the inhabitants of the nearby city, resides here. For a price, they will promise to kidnap you out of the city if you should find yourself unwilling to leave...although the price is rather steep. The Embassy grounds house a large inn, and the Mercenaries will also stoop to selling a few morsels and drink...But the prices for staying, and for supplying, are also steep. If a visitor to Yearning cannot stay at an Embassy for any of the City-States but are too frightened to spend the night in the city itself, staying at the Redeemer's Embassy is an expensive way to acquire exterior lodgings...and to have their pockets picked, their possessions rifled through, and their women inappropriately handled.
Senatorial Embassy of the Most Serene Republic of Violette: Colloquially called The Last Resort, the Veletian Embassy to Yearning is the result of a compromise arrived at between the Violette Senate and the Guild of Astrologers. The Astrologers sought to open up a profitable trade link with the Veletians, but the Senate was hesitant to allow its citizens to engage in commerce with Yearning. This hesitation was precipitated by two factors: the questionable morality of the process by which Yearning's famous golems are created, and, more importantly, the city's curse, which imposed a serious risk on any Veletian citizens who stayed too long within Yearning's dreary streets. The Senate eventually relented, allowing Yearning's golems, heelstone and other goods to be added onto Violette's trade networks, but on a condition—the establishment of the Senatorial Embassy, which would come to be known by most common folk as the Last Resort.
The Embassy grounds are located on Yearning's outskirts, far enough outside of the city to be well beyond the extent of Yearning's infamous curse. The embassy's territory is enclosed by a tall, steel fence, with a lone gate barring entry to all non-Veletians, as required by the agreement which saw to the Embassy's creation. Within the grounds are three separate buildings, all built in the traditional Veletian style. The largest, the residence of the Embassy's Envoy, resembles the mansions of northern Violette, in the shadow of the Palais du Peuple. It is tall and ornate, with curved, smooth lines defining the exterior and an exquisitely garnished parlour and numerous guest rooms to entertain and accommodate the more discerning of the visiting Veletians. Those visitors with fewer francs to rub together instead stay in the Last Resort Inn, a hostel providing safe night-time accommodation for Veletians doing business in Yearning. The Embassy's third construct isn't quite a building per se, being little more than a supported roof under which sits a meagre open-air market. It is home to a small general store providing travel essentials, a money-changer (converting Veletian francs to Praeum and vice versa) and one far more interesting vendor, operated by the Embassy itself, offering a service unique to Yearning. Similar in effect to acquiring the services of the Redeemers, Veletian citizens can pay a fee to place their signature on a contract of visitation—a legal document initiating a formal, temporary visit to the city of Yearning. If the citizen in question fails to arrive back at the Embassy at the time specified in the contract, Embassy authorities are then legally empowered to remove by force the individual in question from Yearning and detain them in the Last Resort until such a time as they are absolved of the curse's effects. This service offers Veletian citizens a more expensive but substantially safer method of ensuring their safe return from Yearning as compared to the Redeemers.
The Vitium Embassy: Built against Yearning's Western exterior wall, the Vitium embassy is a large, singular manse built in the Vitium fashion, containing all the amenities a visitor from Vitium who does not desire to remain within the city might require, containing a modest bunkroom and a grand, opulant tavern-room for feasting. Filled and adorned with velvet, brass, and other precious metals, the manse is constantly filled with the aroma of cooked sweet-meats and exotic incense. Only citizens of Vitium are permitted within the manse.
Grand Healiana Embassy of Yeodrothan: The Embassy of Yeodrothan follows the tradition similar to The Last Resort Veletian Embassy it is partly based on. No less wary of the strange magic of Yearning, the Embassy was built as a inn of sorts for Yeodrothan merchants traveling and doing business with Yearning. The large complex built in classic Yeodrothan gothic style was funded primarily by a rich merchant house that sits on the Crimson Covenant. Serving the same purpose as others like it; The Yeodrothan Embassy soon expanded on its services. The top edges of the main building possess ornate gargoyles, with statues like knights of old decorating the entrance.
The complex is built into in a fashion that has part of the building built into the cities walls. The Embassy outer ground is circled by a nine foot stone wall like rampart with two iron gates on either flank that allow entry. The main building is that of a tower like structure that houses the spare rooms and allows lounging for merchants visiting. In typical Yeodorthan fashion a small pharmacy, or Healiana, adjoins the main tower so as to distribute the medicinal compounds prescribed by the residential Red Priest there. Another larger building is also built into the base of the tower with no outside entrance; fashioned like a rocky dome like structure not unlike a prison in appearance. It houses the Bloodhulks used to load and unload for the visiting merchants. A small if basically armed garrison supplements these bloodhulks to discourage bandits and other thieves. These are housed in a barracks separate from the overall structure. The main building is circular and possess no more than four floors. The main floor holds the bar closed off from the kitchen. The Healiana holds a simple temple for worship to those inclined to strengthen their resolve. The Embassy has one residential Blood Magi in charge of the Blooddhulks stationed within the Embassy. The building vaguely gives off the impression of a mages tower to the laymen, forbidding and dark though the interior is surprisingly well furnished and well lit.
Demographics: -Majority Race: Humans. -Minority Races: Most races present in-setting.
RELIGION & MAGIC -State Religion: Faithlessness. Religion has an interesting way of being shed once one realizes their stay might be a bit longer than they might like. The Fade Parlor contains the only temple in the city, a lightly-used Chamber of the Red Pantheon and its many gods.
-Magical Schools and Curriculum: The Guild of Motion will, on the rare occasion, train a few apprentices to become task mages. Training usually only lasts two to three years, with the resulting task mages possessing little more skill or ability than the far-flung hedge witch.
MILITARY The city of Yearning has no standing army, and maintains only a token militia used to suppress crime. The Starshine Brewery is considered to boast the most 'thorough' security in the form of wayward volunteer vagabounds who are desperate for a fight to the death with anybody who creates even a hint of trouble.
NATIONAL DRAMATIS PERSONAE -Chief Astrologer Rinias Gehn - de facto ruler of Yearning)
-The Turquoise Lord - A god of the Red Pantheon who was summoned to the city in the hopes it would be able to free its inhabitants in exchange for souls. Not only did this not work, but the god became rather distraught once it found itself unable to leave. It now resides in the Chambers of the Red Pantheon within the Fade Parlor.
-Astrologer Iikka Guiomar - A worldly Astrologer who is an unofficial envoy for the city of Yearning, and spends most of their time abroad.
-Overseer Lornal - The seniormost tunnel supervisor in the Heelstone Mines. Knows the tunnels like the back of her hand, at least when she drinks enough Praenum to remember it all.
-Roden Husch, Task Mage - A task mage for the Guild of Motion, who spends their mornings sweeping shadows from the walls and their days binding them into clay husks.
-Cutthroat Kuro - A mercenary residing at the Redeemer Outpost. Easily the most professional of the bunch, which isn't saying much. Has something of a reputation for having a tendency to leaves lots of bodies in his wake.
CULTURE
Approximately seven hundred years ago, a surveyor returned to Vitium with a report of a previously undiscovered ruin in the middle of the arid plains, which contained what appeared to be an abandoned mining project. An industrious group of workers banded together and set out in order to restore the ruins and resume mining operations.
They never returned. The group sent to find out what happened to them never returned. Half of the bronze-ringed rangers sent to find out what happened to THEM returned, telling how they all still lived but seemingly could not leave the ruins of their own volition. The then-ruler of Vitium dismissed the issue, preferring simply not to deal with it.
Twelve years later, thirty six golems marched into Vitium with a message attached to one, begging Vitium to send people back and promising to provide more golems, and that next time they would carry gifts as well. Eager, the ruler of Vitium complied, and was pleased when six more Golems carrying crates laden with refined Heelstone arrived, along with a request for more people in addition to Astrologers. The ruler grew greedy, however, and with their next convoy of inhabitants along with the astrologers they sent a request for 'more fitting treasures.'
Deciding that Vitium could not be relied upon to supply the manpower that was required for their purposes, the newly revived settlement of the arid plains instead began to send Golems with shipments of Heelstone and invoices for laborers to every city in Avara. Thus, the city of Yearning was born.
NATIONAL -Capital: the Paleskins have no Capital, rather they are spread out into several enclaves throughout the Southern Dragon's Spine and a few Up North. -Government Type: Tribalism -Currency: N/A -Population: Currently the Paleskin Tribes number close to 100,000 individuals spread out across the southern lands of the Dragon's Spine, however, few Paleskin tribes have indeed ventured further north. -Unique Trait #1: -Unique Trait #2: -Unique Flaw #1: -Unique Flaw #2:
GEOGRAPHICAL -Major Towns/Colonies: -Major Castles/Fortresses: -Buildings of Interest: N/A -Geographic Features of Interest: N/A -Territory Description:
RACIAL -Majority Race: Grogar/Paleskin -Majority Race Appearance: The Grogar have no one true form, rather the Grogar Race is split between several sub-races, various creatures with varying sizes.
Ghudlin
Deformed, lonesome creatures, even by Gorgar standards. They often serve various purposes, such being serving as cannon fodder, as scouts of Grogar armies, Sentries of their Holdings or as a slave caste. They as well often will haunt battlefields long forgotten, feasting upon or looting corpses of kin and foe alike.
Uruka
Tall, hulking beasts, the Uruka serve as living siege engines and shock troops for the Grogar Hordes.
Oruk
Male Oruk
Female Oruk Forming the very core of any Grogar Horde, stronger then the average man and just as tall, the Oruks are the most numerous breeds and make up the vast bulk of the Grogar armies. Male Oruks are stronger and bigger breed compared to the smaller and more slender females, and as well possess a tougher hide like that of the Uruka.
Highborn The Highborn are truly exceptional members of the Grogar Race, born with greater intelligence comparable to Humans, because of this, the Highborn always serve as both as Generals and Priests in a Grogar Tribe. The Highborn are unique in that not one is ever the same, a majority of them taking on a human-like shape, with a few differences to Humans. Some are born as hulking brutes, similar to the Uruka. As mentioned, the Highborn often serve in leadership roles of the Grogar.
-Majority Race Characteristics:
RELIGION & MAGIC -State Religion: Red Pantheon -Religious Information: -Religion Demographics: -Holy Relics In Possession: N/A -Holy Sites Under Control: N/A -Magical Schools and Curriculum: (What forms of magic are common?)
MILITARY -Military Details:
Grogar are organized into two distinct group, Tribes and Warbands. Tribes are the Grogar equivalent of a Nation-State of sorts, headed by a Warlord and his assorted minions. Warbands however, fit a broad definition, Warbands range from smaller groups within the greater whole of the Tribe, or lone independent groups that answer to no Warlord, or renegades such as Bandits or Mercenaries.
Tribes
Ironfists The Grogar of the Ironfists are among the more powerful of the Southern Tribes, numbering up to 13,000 strong, the Ironfist Tribe currently is based in Vitium, and often act as the City-State's Mercenary Army, however they aren't past hiring themselves out to other potential clients. The Ironfist are led by Jasnij Dusteater, considered the more reasonable of the Warlords.
Dragonfangs The Dragonfang Tribe is another of the more larger tribes, who make the Mountain Ranges and the lands below their home, numbering to 16,000. Unlike the Ironfists and other warbands, the Dragonfangs have a clear present agenda, and seek to create a true nation of their own making and will crush or absorb any who stand in their way, many beast tribes have already fallen to them. The Dragonfangs are led by an imposing creature named Argu, but many simply refer o him as the Ashen Devil. Tactics: Being the most Militaristic of the Tribes, the Dragonfangs make use of fielding large armies, a mixture of Grogar and Beastkin Soldiers, alongside heavy cavalry and war beasts both native and bought from Geryon. Siege Equipment is a rare sight in the Dragonfang horde, but when targeting a particularly difficult Settlment, Siege weapons will be deployed.
Whiteclaws The Whiteclaws are a smaller tribe, numbering around to 9,000. Like the Ironfists, the whitecalws service themselves to whomever can pay, unlike the Ironfists, the Whiteclaws often are a hostile lot who, very much like the Dragonfangs, raid and pillage nearby settlements, those that cannot pay for mercy that is. They are led by Urtha the Pale Witch. They are currently based in the Claws Mountains. Tactics: The Whiteclaws are a fast and hard hitting group, making use of a mixture of heavily armored shock troops, light skirmishing troops and Heavy Calvary. The Whiteclaws also possess a small number of magi. Warbands
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: The Paleskin tribes are a disorganized lot, and as such, there is no one true King to rule them all, rather the tribes are led by various Highborn Warlords, some Warlords however, are more powerful then others. Warlords:
-Military Chief: -Religious Head: -Persons of interest:
CULTURAL -History: (I will add key historical episodes to the history timeline above.) -Historical Relations and Grievances -Cultural Notes
-City/Realm name: The New Dominion of ViVire -Flag/Banner:
NATIONAL -Capital: Grand City of Vilrest -Government Type: Oligarchy The Remains: The Dominion of Vivire is ruled by the Remains, currently twelve families that have managed to traced their origins back to the Royal Family of the Enlightened Dominion. Anyone that can trace their origins back to the royal family is allowed onto the Ruling Council of the Remains. While the royal family of the Enlightened Dominion was very extensive and it is largely believed that there are far more than twelve families that could possibly trace their origins back to it, due to increasingly tough restrictions brought on by the Remains, the amount of required proof is often far too much for anyone to gather. There hasn’t been an accepted application for two centuries. One of the only ways to guarantee acceptance into the Council of the Remains is to gather birth documents from the Vault of the Royal Family. But the location of the Vault had been lost over the centuries, and remains buried deep within the Great Forest. Still, many desperate and power hungry individuals often go to their deaths in the hopes of finding the Vault.
The Governance of the State: The Remaining Families operate from keeps located within one of the major cities. Four reside in the Grand City of Vilrent and eight in the Grand City of VIlrest. The Council of the Remains meet monthly to decide all the laws for the Dominion but laws within the cities are decided by the local families. As such the Council of the Remains is unofficially divided into the Council of Vilrent and the Council of Vilrest. The cities are even further divided by members of the councils. Each Head of Family controls a specific section of their city and often laws will apply to one section yet not the others. Most of the land outside the major cities are divided among the council members, which is further divided into smaller divisions ruled by lesser nobles of the Remaining Families.
Struggle of the Weak: Politics within these outer regions is often referred to as the Struggle of the Weak, due to the relative power between outer nobles and city nobles. Yet navigating this complex system requires a genius mind, as you must gain control of divisions through puppets, due to extreme restrictions set by the Council of the Remain, and avoid corruption officials that often roam these lands in the name of the Remaining Families. These officials are appointed by the heads of Remaining Families to root out powerful nobles that could possibly challenge their position on the Council of the Remains, yet these officials often ignore powerful outer nobles in exchange for bribes.
Struggle through the People: Politics within the major cities are referred to as the Struggle through the People. In order to expand their area of control within their city, the head of the Remaining Family must convince the sub-sector owner to change their allegiance to them instead of the other Remaining Families. This can be done through a number of options, such as bribes and threats. But this sort of system has created two unique areas within the city, the Border Zones and the Dead Zones. Border Zones refer to the sub-sectors that are located on the border of two sectors, these areas are often extremely volatile and unstable due to the competition for them. Dead Zones are a truly unique area within the cities, the term refers to sub-sectors not controlled by any of the Remaining Families, usually due to the owner of the plot refusing to bow to any of the Remaining Families. These areas are often in shambles because the Council will often refuse to provide any funding and even the poorest of the poor often refuse to live here. These areas are home to many criminal organizations though, as they are the safest spots to operate from. -Currency: Dragon Head -Population: 310,000 -Unique Trait #1: Cities of Stone: The Dominion of Vivire is built on the spine of the Vilmounts, literally. Due to stone being the only accessible building material in the local area, nearly all the buildings within the Dominion are built of stone. This has also created a culture of stonemasonry within the capital city of Vilrest, which lives and breathes on the slopes on the Northern Vilmounts. The Grand Guild of Vilmasons is largest group of stonemasons within the known world and have created a number of famous structures including the Vile Citadels, and Vilrest Barricades. -Unique Trait #2: Vile Intelligence: Three centuries of political maneuvering have made the nobles of ViVire vile creatures of intrigue and cunning. While ViVirens hate outsiders, they have no problem with infiltrating foreign organizations to gain power. They are masters of disguise, being able to learn and copy every aspect of a culture almost perfectly. Not even a ViViren can recognize a ViViren in Disguise. -Unique Flaw #1: The Orphan’s Curse: No one is sure why the people of Viviren suffer from “The Orphan’s Curse”. Since the Fall of the Enlightened Dominion nearly 300 years ago, the population has greatly declined. This is due to a combination of a staggeringly low birth rate and a staggeringly high maternal death rate. The population of the Enlightened Dominion at its height was more than three quarters of a million yet the current population of the New Dominion is barely above three hundred thousand. While there exist no proven explanation, among the peasant population, the Myth of the Vile Prince is believed by many to be the source of The Orphan’s Curse. -Unique Flaw #2: Only Trust a Viviren: Vivirens are deeply distrustful of outsiders, they blame the Fall of the Enlightened Dominion on foreigners. This has led to a very isolated government both economically and militarily. Foreigners are often met with extreme(mostly physical) hostility among the population, cases range from rude treatment to stoning deaths. Foreign ambassadors are also met with riots in the street and often require a major deployment of soldiers. The only foreigners tolerated within the Dominion are Vrentians. But only due to the realization among the general population that the Viviren economy largely depends on the neighboring nation, but this doesn’t mean they aren’t met with silent hostility. GEOGRAPHICAL -Major Towns/Colonies: Please describe any smaller cities, towns, villages, or colonies under your city's control. The Grand City of Vilrest The capital of the New Dominion of ViVire
The Grand Port of Vilrent
-Major Castles/Fortresses: Old Vilrest: The former capital of Vivire, the Dominion was forced to abandon it during the Fall of the Enlightened Dominion. The city now lies within The Vile Citadels: Great stone castles on the border of the Great Dominion of Vilrest. Many of these citadels have been claimed by the Great Forest -Buildings of Interest: The Old Orphanage: The Eternal Light: -Geographic Features of Interest: -Territory Description:
RACIAL -Majority Race: Human -Majority Race Appearance: Average human, look at yourself, look at your mom, look at the creepy hobo outside. -Majority Race Characteristics: Male Average Lifespan: 60-70 years Female Average Lifespan: 40-50 years(factoring in maternal deaths)65-75(Without factoring in maternal deaths) -Minority Races: Currently none -Minority Race Characteristics: N/A
RELIGION & MAGIC -State Religion: The True Faith -Religious Information: General Information: “The Gods are dead”, Manci, Last Priest of the Path of Light. It is truly believed that the Gods of Light are Dead, they only exist as Shadows. Yet this has only strengthened the people's’ faith in the Gods. It is believed that if the First Light is reclaimed, the Gods of Light shall return, the After Realm shall be reclaimed, and the Vile One will be destroyed. The dead shall finally be able to leave the realm of the living, the living shall be able to reclaim happiness, and magic shall return the world. The Key Aspects Follow the prophecies given by those Blessed with the Sight of Shadows Don’t blindly follow your faith, you must be careful that you only help the True Gods of Light The True Faith is not a complex religion but rather a confusing one, followers of the faith often questions if they are truly following. Many of the less religious have actually began to question if it is worth it to follow the faith as many of the original teachings were lost in the Fall/Collapse, and those that still exist are largely ignored and overshadowed by the preaching of the need to reclaim the First Light. Extra Information The Court of Light and the Gods of Light: The Gods of Light are dead, they only remain as Shadows. When the Enlightened Dominion was attacked in the Invasion of the Forest, the Gods of Light were weakened by the sudden lost of Old Vilrest and, more importantly, the First Light which located within the city. The Vile One which had been forced into the Great Forest eons ago, returned and claimed the First Light, which was the key to the After Realm. In the Eternal War, the dead were the soldiers of the Gods of Light, with the gate to the After Realm closed off, the Gods of Light eventually collapse from the onslaught of the forces of the Vile One. Being gods, the Vile One was unable to kill the Gods of Light. As such, the Vile One sealed their minds within their shadows and banished their shadows to the physical realm. Now the shadows of the Gods of Light wander the realm of man, granting the Sight of Shadow, so one day the First Light might be reclaimed and the gathering forces of the Gods of Light can re-enter the Enlightened Realm and drive off the Vile One. Yet the Vile One isn’t the only enemy of the Gods of Light, from the ashes of the Enlightened Dominion and born from the minds of those who began to question the Gods of LIghts were the gods of the False Pantheon.
ViVir the Old and True Eliv the Old and True Nohj the Old and True T’nerv the Old and True Xuca the Old and True Pimb the Old and True Iosu the Old and True Aita the Old and True Yddad the Old and True Zydia the Old and True Muada the Old and True Senob the Old and True
The False Pantheon: Arisen from the Fall of the Enlightened Dominion and the Collapse of the Court of Light. They are like the Gods of Light in nearly every aspect but one. They seek to do the unimaginable, they seek to enslave the spirits of the dead once the Court of Light is reclaimed. In the centuries following the Fall and Collapse, the False Pantheon has grown immensely in power, they have corrupted many minds, so many that they are actually more powerful than the Gods of Light. They can’t influence those blessed by the Sight of Shadow though.
ViVir the False Eliv the False Nohj the Old and True T’nerv the Old and True Xuca the Old and True Pimb the Old and True Iosu the Old and True Aita the Old and True Yddad the Old and True Zydia the Old and True Muada the Old and True Senob the Old and True
Vile One: The Vile One, the Evil One, The Usurper, his titles are endless, yet he holds no name. The Vile One’s true name was lost long ago. The tale goes that at the beginning the Vile One was once part of the Court of Light. But following a failed coup, the Vile One and his followers were to be executed. The Vile One escaped and started the Eternal War. From his base within the Great Forest, he led an endless onslaught on the Gods of Light both in the After Realm and their followers in the Realm of Man. Chaos was brought upon the world. While the After Realm held off the Vile One, the Realm of Man was quickly collapsing. In an attempt to save their followers, the 99 Gods of Light attacked the Vile One. Out of 99, 87(or 86 depending on who you ask) were killed, the remaining 12 were able to take away the Vile One’s power, his name. The Vile One was forced to retreat deep within the Great Forest, his forces in the Realm of Man were destroyed, and peace rose from the dead to bless the living. There had been no sign of the Vile One until the Fall of the Court of Light when forces of the Great Forest overtook the First Light and the Vile One invaded and took the After Realm.
The Shadows:
The Old and New Minds:
After Realm
Fun Facts: The correct way to praise one of the gods is “Praise the True and Old Shadow of *Name*, Rival of the Vile One, and Former God of Light.” *This applies to all Gods of Light.
-Religion Demographics: 99.9% Most ViVirens are firm believers in the True Faith, and due to the hostility to foreigners, few foreigners of other faiths stay in the region for long. But It is estimated that only 15% of the population truly follow the Gods of Light, as many are unknowingly following the False Ones or the New Minds. -Holy Relics In Possession: -Holy Sites Under Control: The Eternal Light: A shining pillar standing at the exact center of the ViVire Clearin The First Light(Not under the control of the Dominion): The original pillar -Magical Schools and Curriculum: According to ViVirens, magic in the Dominion died with the Fall of the Enlightened Dominion. The only form of magic that still exist is the Sight of Shadows among members of the Remaining Families. One member of each Remaining Family is blessed with the Sight of Shadows, the ability to read the future and ensure the survival of the realm and the eventual restoration of the Gods of Light. It is believed that this gift is granted by the After Pantheon. MILITARY -Military Details (Focus on unit types, ect. You can keep numbers vague)
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: -Ruling Dynasty (If applicable): -Military Chief (If applicable): -Religious Head (If Applicable): -Persons of interest:
CULTURAL -History: Old History The Invasion of the Forest The Fall of the Enlightened Dominion The Rise of the False The Great Confusion -Historical Relations and Grievances -Cultural Notes
Familia de Miredici. Or simply called the Miredici. They are a wealthy family originating from Fierenzé. Their history will be explained later. Right now they are ruled by the eldest brother, Serano II de Meridici. His younger brother, Meccano and his sister, Catarina, serve as advisors. It is hard to truely know if absolute power is with Serano as his decissions are rarely challenged. And when so, often through debate the problems are solved.
Serano II de Miredici
Often called Serano the Young. Or the Silver Son. He is born from Lechandros de Medici and Liassiana si Leturgo. Serano was born just after the purging of Fierenzé. He grew up at his father's side, and quickly learned the value of gold and silver. Later, at the age of 16, he often joined his father at negotiations. Where he took up the skill of persuasion. When his father passed peacefully, Serano took over the family business and created the Silver Bank. He is sly as a fox, charismatic as a lion but most of all, proud like a stag. Ambitious to a fault, nothing is above him. He believes that under him, the bank could become as powerful as any nation.
Meccano de Miredici
The Artist. Meccano rarely moves from his older brother's side. A cheery person, though often seen as weak and guilible. He took up painting from his mother, Liassiana. Unlike his father he had little knowledge about coins other than they were used to trade with. These days he is often seen at Banker's Square. Painting the scenery of the many people visiting his brother's great institution.
Catarina si Miredici
A kitten not to pick up without gloves. She quickly learned from her mother how men would do everything for beauty. She took this advice to heart and therefor always dressed to be seen and noticed. She acts with grace but can turn ferocious incredibly quickly. While she does not understand coins as much as her eldest brother, she understands that they have power. Power to make men do things, or power to make sure they won't. Catarina serves as foreign ambassador for Serano and is therefore often seen within the city states of Dragon's Spine.
Lecho de Miredici
Among many he is known as the Beggar King. As he often cares and grants coin to the poorest people. He dresses in filthy, peasant clothes and walks barefooted among the dark alleyways of Fierenzé at night. Giving out soup from his brother’s kitchen. While most of the nobility despise him for appearing so weak while he is so wealth, the average people love him.
The Shadow: The Shadow is a name given for the figure often seen in a city state when Catarina visits it. Though not always. It is whispered he is a spy-master for the Miredici. The one thing known about him is that he uses the poor and the old to steal and eavesdrop. His identity has never been confirmed. But it is in fact Lecho.
The Black Alchemist: A name whispered among those who secretly worship the Red Gods. Some say he is a priest of the Red God Craïne. Other whisper he practices the most evil arts of the Old Ways. Some other again say he discovered the secrets of other gods. Though while almost everything about him is debated, one thing isn’t. He holds knowledge about things no human should know. While his very existence is yet to be confirmed, the Black Alchemist is another identity of Lecho.
Buildings of Interest
The Argent
The Golden Vaults
Built into the old Megrini Gold Mines. The Gold Vaults has a room dedicated to each currency. Content of the vaults is logged incredibily strict and the Gold Vault is very well protected. Every day at dawn, a cart departs from the Golden Vaults. Either it is filled to supply a shortcoming at the Argent, or it is empty. At dusk the cart returns. Either with the surplus from the Argent or with nothing. This way, not too much gold is left at the Argent.
The Silver Vaults
Built just outside Fierenzé, the Silver Vaults house no gold or silver. Within the organization, it is also commonly refered to as the Archive as all forms of ledgers and letters. Promises, contracts or messages to a mistress. If it has been seen by someone of the Silver Bank, there is a copy of it at the Silver Vaults. It is therefor said that the Silver Vault houses the majority of wealth of the Miredici. Simply through proof of ownership. There is however, a far greater secret. The Philosopher's Stone is hidden here too. Deep within its bowls. Far from the public eye.
Magic
The Philosopher's Stone
"Ask me not where I got this, dear brother. Ask me not after its origins. You would never resign to sleep again. You mind would be quelled by more questions. Your soul would weep. Let that be my burden. But know of its working. Blood for gold, brother. And tears for silver.”
How the Philosopher's Stone exactly works is still unknown to almost everyone. It is whispered among the siblings that Lecho knows how it works. However, the warning for it's price seems to be an indication towards it. It was given to Serano II by Lecho upon his wedding day. But soon it was sealed within a hidden chamber of the Silver Vaults.