Current
Currently buried in a number of things which I hope will benefit the Guild.
9 yrs ago
In some ways, the guildfall was a blessing. It makes it harder for my original 2009 RPing to be found...
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9 yrs ago
I've finally returned to the Guild. Many months of much RPing ahead.
10 yrs ago
A thousand things to be done; plenty motivation.
Bio
Aeronautical Engineer Irish TV and Film addict
Been here on the guild since April '08, seen a lot of change but still love it. I've been on and off, I've GM'd fantastic projects and train-wrecks, it all comes with the territory. I once tried to make a YouTube ad for the guild because I'm slightly insane. In a weird place with the Guild right now, seems like so many names I knew are gone, but more than happy and ready to meet new people. Been writing casually for over a decade, a lot of that practice has been here. I have some small short sci-fi stories printed in anthologies but those are so heavily edited they don't even feel like mine any more.
When not on the Guild I'm most likely working, playing FFXIV or the Souls series or (insert recent must play video game). Anyone with a passing interest in sci fi needs to read Saga by Brian K Vaughan.
Will anyone argue to my assumption that Vitium houses one of the largest brothels in the spine, in it's clothes optional district? (details in culture notes)
EDIT: I ask because I'm seeing a lot of cultural cities, and I just don't want to step on assumptious toes.
The invasion of the yuwan nation was swift and terrible. Here lies a artists depiction of Justinian and the crusaders as they marched towards the besieged capitol.
"me n meh homies here to fuck shit up." -The god-king Justinian at the eve of the invasion
As a qualified historyolipher, I can confirm these details as 134% accurate.
I'm going to go read everyone elses' sheets as they stand and then offer possible shared history or some interaction ideas. Just to toss stuff out!
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.
Marking my interest. Going to work on a concept today and submit it later for review. My only question is to what extent do we have freedom to create lore/history?
@The Sparrow I'm considering having my city state to be, border directly with your empire, taking up the first 'chunk' of the isthmus, does that fly?
Obviously there'd be a lot of history there. I'm aiming for a very old fashioned, hard worn and embattled race/nation. Would historic enslavement have been something in Alberon?
~ 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 a deep and intricate economical system, which uses varyingly valuable carved minerals, in the shape of any traditional coinage. Modern Vrent is a trading hub, with much of the traffic across the Isthmus begins or terminates in Vrent and despite it 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.
Population: Total population amongst the Towns 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 nonexistent 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 kilometers 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. Linking the Citadels are the Ard Roads, carved into the slopes and raised on mighty archways, these impressive constructs act as conduits for all internal travel and trade in Vrent.
Seven Citadels are linked by the Ard 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.
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. Minority Races: Humans, any other PC race that may end up here after discussion.
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’.
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. 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.
Aeronautical Engineer
Irish
TV and Film addict
Been here on the guild since April '08, seen a lot of change but still love it. I've been on and off, I've GM'd fantastic projects and train-wrecks, it all comes with the territory. I once tried to make a YouTube ad for the guild because I'm slightly insane. In a weird place with the Guild right now, seems like so many names I knew are gone, but more than happy and ready to meet new people. Been writing casually for over a decade, a lot of that practice has been here. I have some small short sci-fi stories printed in anthologies but those are so heavily edited they don't even feel like mine any more.
When not on the Guild I'm most likely working, playing FFXIV or the Souls series or (insert recent must play video game).
Anyone with a passing interest in sci fi needs to read Saga by Brian K Vaughan.
<div style="white-space:pre-wrap;">Aeronautical Engineer<br>Irish<br>TV and Film addict<br><br>Been here on the guild since April '08, seen a lot of change but still love it. I've been on and off, I've GM'd fantastic projects and train-wrecks, it all comes with the territory. I once tried to make a YouTube ad for the guild because I'm slightly insane. In a weird place with the Guild right now, seems like so many names I knew are gone, but more than happy and ready to meet new people. Been writing casually for over a decade, a lot of that practice has been here. I have some small short sci-fi stories printed in anthologies but those are so heavily edited they don't even feel like mine any more.<br><br>When not on the Guild I'm most likely working, playing FFXIV or the Souls series or (insert recent must play video game). <br>Anyone with a passing interest in sci fi needs to read Saga by Brian K Vaughan.</div>