Mountain lukers are predatory ape-like animals that infest the mountain ranges of Draivim. As a result the mountain passes between Draivim and Beival are incredibly dangerous and most merchants will prefer to take much longer detours than risk being devoured. Mountain lurkers hunt in packs that can range anywhere between a couple dozen to hundreds and will devour anything that moves, including other packs. Mountain lurkers are nocturnal creatures that avoid sunlight if possible, hunting either within the cave systems they inhabit or anything unlucky enough to find itself travelling the mountain ranges at night. Despite their ravenous hunger mountain lurkers can go for an entire year without food.
The dragons of Seikatsu are giant winged reptiles that inhabit the mountain ranges of Iba and Okin. They are by far the most powerful creatures to inhabit Seikatsu. Unlike the dragons of formaroth, the dragons of Seikatsu are more serpent like in appearance. Furthermore the dragons of seikatsu are less aggressive and territorial than their formarothian brethren. Seikatsu dragons are also seemingly more intelligent, allowing them to live more harmoniously with each other. Seikatsu dragons primarily live off a passive herbivorous animal known as Granboar; a type of boar that lives off the roots and plants that grow in the mountains of Seikatsu. Seikatsu dragons seemingly have the ability to ration the amount of food they eat and if the population of Granboars becomes too low they will reduce their food intake accordingly. This is a trait unobserved in other animals and once again highlights the intelligence of these creatures. However it is important to note that while the Seikatsu dragon may seem gentle and peaceful, they still have the potential to be a fearsome beast if aggravated. As such the natives of Seikatsu know better than to stray too close to one of these creatures and risk angering them.
Mosino are four legged maminalian creatures that inhabits the great forest at the heart of Seikatsu. These creatures are docile gentle creatures that live of foliage, grass, fungi and vines. It’s main system of defence is camouflaging itself within the environment. It achieves this by growing moss, fungi, vines and even small trees on its outer skin allowing it to easily blend into the forest around it. Mosino also possess excellent hearing allowing them to detect threats before they are even close to them, giving them plenty of time to hide. Because of this mosino are rarely seen and for the longest time considered a myth to the scholars of Seikatsu.
Ather are an armoured feline species that inhabit the great forest of Seikatsu. Ather are predatory animals and extremely dangerous, covered in bone plated armour as strong as steel. When hungry ather will consume just about anything and their large size means it takes a lot to satiate their hunger. Ather are very hard to kill and many hunters have fallen victim to their claws and fangs. However if a hunter is successful in slaying one of these creatures the rewards can be substantial. Many blacksmiths will pay a generous amount for the chance to make armour from an ather’s plates.
Seikatsu is the name of a continent located in the far North-East of Formarorth. It is however only called Seikatsu by the Three Sister kingdoms to the south west where most of the contact and trade by Formaroath and the Elven Imperium occurs and so is the defacto official name for the continent. The Northern and South-Eastern regions have a somewhat different name for the continent. The Northern Regions use variations of the name Kuvera, whereas the South-Eastern regions use the name Ishana.
The populace of the continent is predominantly human with a very diverse cultures and languages varying from kingdom to kingdom, Empire to Empire and considerably more diverse from Formaroth. Notably all the kingdoms in Seikatsu has access to the sea and are thus very accustomed to sea travel and all the kingdoms maintain a sizeable fleet of merchant and naval ships.
Like Formaroth, the continent is divided into various kingdoms and empires. War has been raging on and off in seikatsu since time immemorial in which the majority of the smaller nations have been conquered.
Location: The continent of Seikatsu is located in-between the continents of Formaroth and Beilokias. It is in alignment with the kingdom of Glarmion.
Relations with other continents Seikatsu has regular contact with both the Elven Imperium and Formaroth. It is in generally good terms with both continents and trade flourishes between the different continents. This is set to change with the Elven Imperium and their interference in Beival.
In terms of diplomatic or political affairs Seikatsu tends to keep to itself and rarely interacts with the other empires except when outsiders are interfering/threatening the security of the various lands with matters on the continent.
The Nations of Seikatsu
The Shogunates of Akaiba, Toiba, and Noiba are very similar to feudal Japan in culture.
OVERVIEW
The Southwestern portion of Seikatsu is occupied by a race of humans known as the Iba. Broken down into three distinct Shogunates, Akaiba, Toiba, and Noiba; widely known as the Three Sisters. The natives of Shogunate region are called Akai, Toi, and Noi respectively.
A hundred years ago the Three Sisters were unified into as a single Empire under emperor Hirotomi. Following his death, the empire split into three Shogunates under his sons who continued to rule on as Shoguns. The Empire was never officially dissolved despite the split. The Sisters are perpetually at war with the Northern and Eastern kingdoms in a bid to expand and control more territories. Numerous skirmishes have been fought between the three as well but none of the Iba would consider those part of a larger war.
Shoguns and their families rule over their respective regions and have the authority to pass laws, tax the land and raise armies. Each Shogunate is further broken down into provinces, all of which are controlled by Daiymos who are responsible for governing their own region and providing soldiers for the Shoguns armies.
Japanese architecture has traditionally been typified by wooden structures, elevated slightly off the ground, with tiled or thatched roofs. Sliding doors (fusuma) were used in place of walls, allowing the internal configuration of a space to be customized for different occasions. People usually sit on cushions or otherwise on the floor. Most of the Three Sisters are rural based, with it's citizens living in villages and towns. Daimyo's lives in large palatial castles alongside their family; the richer the Daimyo the larger the castle.
The largest city in all of Seikatsu is is Shinkyo, ruled over by the Sadatake family located in Akaiba. Built at the Western most point of the continent and boasts the largest single human urban population in the known world of almost a quarter million souls. Sprawling across the mouth of three different rivers, the city is well served for water, and sewage is dumped out to sea to prevent disease. Public baths are common, though broken down by castes, to ensure cleanliness. Felons, imprisoned for minor crimes, are set to cleaning rubbish and garbage away every day. Most buildings are made of paper and wood, allowing them to be easily rebuilt if damaged by an earthquake. This does create a fire hazard however and on occasion hundreds, if not thousands, are consumed by accidental blazes.
SOCIETY
There is no official religion in these lands and people tend to rely on their personal spirituality rather than an established faith. The people of the Three Sisters are hard traditionalists and honour is the most important part of their lives. The Iba are incredibly polite, even to their enemies and will rarely express their emotions (Stoic).
Unlike Formaroth, gender roles are far more dominant within society and in most places the society is still very much patriarchal. Though men and women are not prohibited from taking up roles not stereotypical to their gender, it is considered an oddity. The Province of Taiyō, part of Akaiba, however is a exception to this rule and men and women share equal levels of power and are not pressured towards a particular role. This is due to back in the warring periods, this province lost almost all of their men to war and the women took up and successfully defended themselves, earning their right to be considered equal to men.
Social roles also play a large part in society and people are expected to take up the profession of their parents. To take up a different profession to your parents is considered to be a great dishonour to your family, though exceptions are sometimes made.
Though the iba are not hostile or even unfriendly to foreigners they tend to treat them with mild neglect, viewing them as Gaijin (foreigner/outsider) who do not understand the culture and who should not be trusted. This prejudice stems from most foreigners not understanding the strict social rules (etiquette) in Iba society and therefore come across as rude and blunt.
MAGIC
The way Madoushi (Mages) are treated varies greatly depending on what province they are raised in. Though treated differently by residents of these lands they are still treated with respect due to their magic. Magic in the Three Sisters, indeed across most of Seikatsu, is wielded through runes branded into a persons body. Invisible until in use, the runes are quite specific; if you do not have a certain rune, you cannot use the magic associated to it.
CULTURE
There are a number of social castes in Seikatsu. The lowest caste are the Merchants who are viewed by Iba as nothing more than greedy pigs. Unlike in Formaroth society where merchants are highly valued, merchants in the three sisters are treated with great disdain. This is because unlike peasants, merchants are viewed as lazy and opportunists, living off the hard work of others by buying (or in some cases stealing) their products and re-selling it at a local market for a higher profit. Similar professions such as money lenders are also looked down upon.
Above the Merchants are the Artisans; these consist mostly of artists, musicians, dancers and actors. Though their talents are appreciated by other Iba, they are not valued as being important to the overall society.
Above the artisans are the Peasants; the majority of the Iba society are part of the peasant class. These consist of builders, craftsmen, miners and most importantly farmers. Peasants are highly valued by their Daimyo's as they make up most of the workforce as well as the Militia during times of war.
Above the peasants are the Samurai, an elite force of warriors who dedicate their lives to war. They are a unique to the lands of Iba and are renown throughout Seikatsu for their military Prowess.
The highest social caste in the Three Sisters are the Daimyo's and their clans who rule over an entire Province. Who in turn are ruled over by the three Shoguns of Akai, Toi, and Noi.
Naga is based off feudal Mongolia
The most isolated and mysterious of the states of Seikatsu. They are mostly known for three things. Number one being how almost no ones knows what goes on there; Two, their renowned taming of snakes of the land for many nefarious reasons; And three, their highly skilled illusionists and illusion magic. The snake charming and illusion magic also makes many of them highly skilled assassins with many political figures killed off by them throughout Seikatsu and probably beyond, without being caught.
There are legends that the land of Naga are actually ruled by a race of snake people though this is almost certainly false.
The natives are called the Naga.
The Vai nations are based of feudal Thailand
Vailam is currently at war with Toiba and Noiba to the south and Vaiam is a reluctant ally to Vialam. Forced to support them if they wish to remain at peace.
Vaiam is now also also keeping a close eye on the situation in their neighbours land of Beival to the south and potential invasion by the Elven Imperium. Tensions are running high.
The natives of both lands call themselves the Vai.
Beival is based of feudal Vietnam
The small, easternmost kingdom of Beival. This small kingdom was fortunate enough to not have experienced any major wars within their borders until the Elven Imperium started colonising the coastline.
Draivim and the Vai has always been friends of the land of Beival providing assistance in times of need in the past vying for influence of over their lands. This friendship is now being tested by the large presence of the Elven Imperium with growing contempt between the elves and natives of Beival, Vai, and Draivim.
The Drai and Beivals considers the Elves to be invaders and a great threat to their states and so is actively attempting to counter this with their respective Magi Battle Mages in the shadows to undermine their rule over the conquered lands of Beival.
Draivim is based off feudal India
The Empire of Draivim is currently the largest, most varied and oldest of the kingdoms of Seikatsu. It is actually 3 smaller Kingdoms (ruled by Raja’s) to the South East and 3 Sultanates (ruled by Sultans) to the North West (Different names for kings depending on which part you are in). The title of Maharaja (Great King/King of kings) is given to the most senior and most competent individual Sultan or Raja to lead them after the previous one passes away, instead of passing the title by hereditary right. This ensures that the land is ruled by the most competent and most trusted of of the leaders. This usually means that they are also the most experienced in command as well by the time they ascend.
As this is the rule of law in the Empire, there is a need for an organisation charged with protecting it and ensuring the power is transitioned peacefully. This is one of the most important duties of the Magi who swears allegiance to the Empire instead of the Maharaja.
These lands are very similar to Ancient Persia and India in culture and steeped in deep tradition. The people are a proud honourable race who will do do anything to defend their lands from outside forces.
This Empire is also one of the most protected on the continent by natural barriers such as the mountains to the east and the forests to the west. The native clans of these lands make quick work of any large military presence and weaken them far too much before they can be effective on the battlefield by the time they cross the forests. Maintaining any supply lines are also a logistical nightmare. This has meant that in the past north has been easily defended by encroachment from both the Vai and Noiba, whereas Beival and Keraam has always been the Friends of the Drai or Neutral.
The people are called the Drai.
Keraam is based of feudal Burma
Another ally of the Draivim. Around half the country is currently under military occupation by the land of Noiba in a bid to expand their territories. The land of Noiba is currently fighting a massive guerrilla war against the Keraaman freedom fighters supported by the Draivim Magi.
The people are called the Keraaman.
Okin is based of feudal Korea
Most of the Okin coast lines and plains have been conquered by the Akai. The mountain regions remains unconquered and fortified by several rebel groups of the Okin supported by the natives. The Northern plains bordering the land of Naga is currently being defended by the remaining armies of Okin, supported by a large contingent of Vailam and Vaiam Soldiers to help maintain a buffer between the Akai and the Vai. The Draivim Magi also has a secret presence in these regions supporting the interests of the Drai, helping the natives fight back against the occupying Akai.
Blood grass Blood grass is a family of ancient herbs, the most common of which is a Bluish/Green (Turquoise) colour. A very common sight in the mountainous areas of Seikatsu, it is usually a very benign plant unless in the hands of very experienced alchemists and notably the Battle Mages of Eastern Seikatsu Who concoct useful Battlefield Potions.
As to why it is called Blood Grass; when certain concoctions/potions with this family of herbs have been synthesised, it produces various effects and changes in the body of the user.
The most common Turquoise Blood Grass potions when consumed by someone it almost immediately forces their bodies to creates a new type of dark green/blue blood that mix in with the normal red blood. Nobody knows how this happens but the new blood drastically improves the performance of the mages on the battlefield, slowing their perception of time by 1/10th and improving their eyesight in the dark, giving a characteristic green glow in their eyes.
Slightly less common, Crimson Blood grass is said to have the ability to focus the mind of the user at a various deep levels (depends on how strong the potion is), even allowing them to talk to their subconcious. This is extremely rare and has never been fully verified as most fall into madness after excess use of the herb.
The variety, Violet Blood Grass, is extremely rare and its effects are unknown. Currently it can only be found deep in Seikatsu Forest in the heart of Seikatsu. Legend says when a powerful mage consumes this herb in a certain potion (The recipe has been lost according to legend) the consumer is said to be able to leave his body and travel to the other world of the shades and spirits. This however is most likely simply a legend.
One off uses are safe and even useful when performing certain tasks however, consuming these “Blood Potions” on a consistent basis when there is no need for its effects is highly dangerous to mages. They can become highly dependant on them and eventually, fall into madness.
There is also an innate link between the mage’s magic and these potions that are not fully understood. It is known however that these herbs are not as addictive to magic users unless they use it regularly, due to the magic somehow keeping the addictive properties at bay. However those less magically inclined, are more susceptible to addiction even after one use, giving them a sense of profound calm and ecstasy and immediate addiction as they do not have the necessary magic reserves to fight off the addiction.
Due to the requirement of magic to access the useful traits of the herb, those who do not practice magic are unable to access these useful traits.
Name: Mandrake Type: plant (flowering) Description: A magical plant that is used in a variety of magical applications. There’s five large leaves at the base, with another four leaves stretched out and curled above a rounded fruit at the center. The surface is filled with oval honeycomb pattern to allow insects within and has a strong, rotting stench. Before maturity it has dark, saturated purple coloring along the leaves and center fruit with the upright ones yellowing at the tips. The color changes to a vibrate, glowing blue on its whole surface. Diameter for the center fruit is about 8 cm all around with each ground leaf being about 12 cm. The upraised leaves reach about half a foot off the ground and are about 6 cm in width, their tips cut into a V shaped end. Climate: Within Beliokias, the mandrake thrives in rainy, humid and temperate forest regions. However, it’s possible that it can adapt to other regions with time and assistance. Development/Lifespan: Formaroth (lowered time by ten, estimated amount) Matures: 1 year Blooms: 2 months Life: 2-5 years Beliokias Matures: 10 years Blooms: 20 months Life: 20 -50 years Uses: Seeds: Coat and fix magical enchantment on items though boiling the seeds. Root: Healing and illness. Fruit: Delicacy, enhanced health and life. Earth equivalent: Corpse flower and watermelon influence
An incredibly rare plant that only grows on the side of mountains. Used for a number of alchmist potions but also held in high esteme by the church. According to spripture, Klebrithy's first vison was of a ghost orchard growing in the middle of her neighbouring woodland (a enviroment thought impossible to grow such a flower in). Upon travelling to the woodland she found the flower growing exactly where her vision said it would be. Many preserved ghost orchards are kept within the grand temple for display.
Buckles: A small square Bronze coin normally only used in Urban areas. 10 Buckles are worth 1 Silver Trite Half-Buckle: A Buckle that has been cut in half and worth half as much. The normal cost for a loaf of bread. Buckles Groat: A medium-sized rounded Bronze coin worth 5 Buckles. Like Buckles it is normally only found in Urban areas. The Average weekly wage of a common peasant Silver Trite: A small square Silver coin found all over Formaroth. 20 Silver Trites are worth 1 Gold noble. Silver-Half Trite: A thick rounded Silver coin worth 10 Silver Trites. For most peasants this is the highest valued coin they will ever see in their lives. Gold Noble: A thin medium-sized round gold coin. Rarely used for common transactions and mostly only ever in the possession of nobles. Royal Gold Noble: A Large rounded gold coin worth five Gold nobles. Only used for for very large transactions between Kingdoms.
War Cog Size: Small - Medium Propulsion: Single Sail Armament: Archers, Boarding Infantry. Ocean Going: Yes Compliment: 10-20 Crew. Up to 50 Archers, up to 50 Infantry.
The Cog is a small, round hulled vessel with ocean-going capabilities and a large hold. It is reasonably fast, but only when the wind is favorable, and its simple sail arrangement prevents it from easily going against the wind. A war Cog will have raised fore and aft castles, from which Archers, Crossbowmen or Mages, can rain fire down on the crews of other ships, while making boarding a more difficult prospect for hostile ships. They will usually sink when rammed. These ships are built in many sizes, with the primary advantage of the smaller variant being that it is cheaper and easier to build.
Siege Cog Size: Medium Propulsion: Single Sail Armament: 1 Catapult, Archers, Boarding Infantry. Ocean Going: Yes Compliment: 20 Crew, 15 Catapult Crew. Up to 25 Archers, up to 50 Infantry.
The Siege variant of the War Cog takes the hull design to its upper limits in size and weight. It uses this size to include a Naval Precision Catapult, greatly enhancing its ship killing potential. The expense of building the larger hull and engineering the complex catapult means that only wealthier nations with established shipyards are able to field these vessels in any numbers. With the Forecastle taken up by the Catapult, this Cog variant has less room for Archers. Guaranteed to be heavily laden with shot for its catapult, the Siege Cog will sink very quickly if rammed.
War Galley Size: Medium Propulsion: 1 - 2 Sails, 25 pairs of Oars. Armament: Ram, Archers, Boarding Infantry, Boarding Ramp. Ocean Going: No Compliment: 70+ Crew, Up to 60 fighting men (split between archers and infantry).
The standard War Galley has many minor variants, but all are consistent in the lack of castles or siege equipment, instead having a focus on speed under oar power. It should be noted that a crew of 70 can only be achieved with very skilled oarsmen, and that it can rise dramatically if unskilled oarsmen are used, requiring as many as 4 men per oar. These ships will usually survive several hull breaches, only sinking when very heavily damaged or breached while heavily laden. This is the most simple Galley variant to build, and thus the cheapest.
Castle Galley Size: Large Propulsion: 1 - 2 Sails, 30 pairs of Oars. Armament: Ram, Archers, Boarding Infantry, Boarding Ramp. Ocean Going: No Compliment: 90+ Crew, Up to 80 fighting men (split between archers and infantry), Up to 50 Archers.
A larger, more expensive Galley variant, the Castle Galley is defined by its large Fore and Aft Castles. These are ideal positions for archers, who can rain down arrows on the crews of opposing ships from positions of relative safety. These structures add little weight, and so do not make the Castle Galley vulnerable to sinking from a ram, nor do they meaningfully reduce its speed. Like all Galleys, crew sizes rise dramatically when skilled oarsmen are in short supply.
Siege Galley Size: Large Propulsion: 1 - 2 Sails, 30 pairs of Oars. Armament: Archers, Boarding Infantry, 1 - 2 Catapults. Ocean Going: No Compliment: 90+ Crew, 15-30 Catapult Crew, Up to 40 fighting men (split between archers and infantry).
The largest Galley variant built in any numbers, the Siege Galley exchanges its Ram and Boarding Ramp for one or two Precision Naval Catapults, mounted where the Castles would be on the Castle Galley. While not slowing the ship significantly, the weight of the shot for these weapons does make a Siege Galley likely to sink if rammed. They are usually built with thicker horizontal decking to avoid having their hulls breached by enemy catapults. The space taken by the weapons on deck also reduces the space available for other fighting men, and the Siege Galley is woefully undermanned in a boarding action. Exotic Ships:
Siege Holk Size: Large Propulsion: 1-3 Sails Armament: Boarding Infantry, 1 Catapult. Ocean Going: Yes Compliment: 40 Crew, 15 Catapult Crew, Up to 300 Infantry.
A rare Holk variant rigged for war, this is the largest Ocean going warship available to the nations of Formaroth. With a thick deck to resist catapult fire and a huge compliment of infantry, this ship is difficult to sink via most normal methods. It is, however, very vulnerable to ramming, and will break up and sink quickly if its hull suffers any breaches. Nonetheless, it is the terror of the open ocean, and will easily overwhelm nearly any other ship in a boarding action. Alenius Turtle Ship Size: Medium Propulsion: 10 pairs of Oars. Armament: Ram, Crossbowmen, Boarding Ramp. Ocean Going: No Compliment: 60 Crew, 40 Crossbowmen, 40 Infantry.
The Alenius Turtle Ship is unique among warships. It features tall sides and a roof made of thick wood covered with a thin layer of Alenius Steel. It is short and wide, with a unique hull design focused on maneuverability over straight line speed. With slits in its armored sides that allow crossbowmen to shoot out, its crew can attack without fear of reprisal. Though not as fast as a Galley, it still has a large ram and accompanying boarding ramp, ensuring it is still capable in close combat. Meanwhile, its enclosed nature makes it nearly impossible for foes to board it. Its biggest weaknesses are speed and a degree of top-heaviness that may lead to capsizing in heavy weather or if rammed.
Alenius Turtle Siege Ship Size: Medium Propulsion 10 pairs of Oars. Armament: Ram, 6 Ballistae. Ocean Going: No Compliment: 60 Crew, 60 Ballistae Crew.
The Siege variant of the Turtle ship exchanges its fighting men and boarding ramp for a set of Ballistae. With three per side and capable of firing either round stones or bolt, it is a versatile light artillery ship able to do terrible damage to enemy crews, often even if they are in a ships castle. Still without the high arcs of naval catapults, it is unable to sink enemy ships with its main armament. It also cannot capitalise on a ram, as it has no infantry onboard.
Vessels designed exclusively to act as war platforms for Mages, the Summer Isles Catamaran is unmatched in speed, even without magical assistance. It relies on this speed for defence, with a fragile hull and a low deck, it is very vulnerable if caught up close by a larger warship. While its artillery may seem minimal, the broad, flat headed bolts it fires are fin stabilised and usually inscribed with destruction glyphs to dramatically increase their destructive potential.
Beilokias Caravel Size: Medium Propulsion: 2 Sails. Armament: Archers, Boarding Infantry. Ocean Going: Yes Compliment: 30 Crew, Up to 20 Archers, Up to 60 Infantry.
Larger than any Formaroth Cog, the Elven Caravel puts Formaroth sailing vessels to shame. It is faster, more maneuverable, and carries more than even the best Cog, and Holks can claim only to haul more cargo. The ships of this class that arrive in Formaroth waters are typically Elven merchantmen, and carrying few warriors. Yet despite this, their combination of traits leave them more than capable of overwhelming most human ships if they so choose. It is rare for a human to own one, but those that do achieve this feat find themselves with a supremely capable ship by Formaroth standards.
Beilokias Carrack Size: Large Propulsion: 2 - 3 Masts. Armament: Archers, Boarding Infantry. Ocean Going: Yes Compliment: 40 Crew, Up to 30 Archers, Up to 150 Infantry.
The pride of the Elven merchant navy, the Carrack takes ocean-going ship design to a level unfathomable to humans. It carries more cargo than a Holk, while outrunning a Cog with ease and weathering storms that would put any human ship on the bottom of the ocean. Like the Caravel, it is not explicitly built for war, but its huge, multi deck hull leaves plenty of room for warriors and supplies both, and if equipped for war, could dominate the oceans around Formaroth like no other. Humans owning them is almost unheard of.
Beilokias Galleon Size: Large Propulsion: 3+ Masts. Armament: Archers, Boarding Infantry. Ocean Going: Yes Compliment: 80 Crew, Up to 100 Archers, Up to 300 Infantry.
A ship class only rumored in Formaroth, the Elven Galleon is a significant and recent investment even for the Elves. Its colossal size, excellent sea-keeping, speed, and complex rigging make it a true King of the waves, undoubtedly able to overwhelm many other ships on its own. Yet few humans have even seen one of these behemoths, and none can claim to own one. Many in Formaroth claim they do not even exist at all, and Admirals scoff at the idea of such preposterous ‘super-ships’ while secretly dreaming of making one their flagship.
Fleet composition varies drastically depending on the wider goals of the kingdom in question, yet can generally be divided by two metrics - wealth, and coast type.
Coast type: Sea or Ocean? Sea - Kingdoms with coasts on the inland seas of Irman, Inan or the Ice sea will favor Galleys. Galleys are far more effective warships than their sail driven cousins, and the calm inland seas provide ideal conditions for them. Kingdoms with such coastlines will likely not bother constructing any War Cogs at all, with any such vessels present in the fleet being conversions of seized civilian ships instead of purpose built vessels.
Ocean - Kingdoms with a coastline on the outer edge of Formaroth will have cause to construct the far more seaworthy, if less capable, War Cogs. Yet even then, ocean control is of little importance in most wars against other Kingdoms of Formaroth. Galleys are still useful closer to the shore, and so the fleet will still likely have at least 60% Galleys. Akki is the exception, with a fleet much more focused on Ocean Going ships, as the approach to its island territory is dangerous for Galleys. Wealth:
Poor - Kingdoms without much wealth, or Kingdoms that place little importance on coastal security, will spend little on their navy. Navies are expensive, far more so than armies, and difficult to manage and maintain. Therefore, poor Kingdoms are likely only to field the most basic variants of ships, standard War Galleys and War Cogs, in their smallest iterations. Rarely, they may have a few larger, more well armed ships to serve as flagships or transports for their Kings, but they will be the exception, not the rule.
Balanced - Kingdoms that are willing to invest in their navy, but not make it a focus, form this category. They are likely to field primarily Standard variants, but they will usually be better constructed and of a decent size. Depending on the preferences of the Admiralty, they may also have small squadrons of larger ships, or siege ships. They may even be able to afford several Mages for the fleet.
Rich - Kingdoms that rely on the sea, or have a considerable amount of wealth, fall into this category. They will have large, comprehensive and well built fleet of ships. They will not be lacking in siege ships, and may even replace their standard War Galleys with Castle Galleys entirely. They will be able to field War Holks in small numbers, and will almost certainly have a small but dedicated corps of Mages.
The core goal of a Naval battle is to sink, capture or disable enemy Warships.
This can be achieved by:
Boarding - getting close to an enemy ship and storming it with infantry to capture it is the most common and most effective tool in a captains arsenal. If the enemy fields more or better infantry, boarding can be made easier by softening their crew up with archers at short ranges. Archers are most effective when shooting down from Castles.
De-Oaring - the act of using one's ram to slide along an enemy ships side, destroying their oars in the process. A De-Oared Galley is nearly completely crippled, and while its archers or siege weapons may still be a threat, it can be outmaneuvered and dealt with at a captains leisure.
Sinking - Sinking a Warship is not an easy prospect. Damage must be dealt below decks to flood the vessel. There are two ways to do this. Ramming requires you to get close while moving at speed, and will usually also result in a boarding action. Artillery can also achieve this, when a catapult shot at long range plunges down through a ships decks and out its keel. Galleys are usually buoyant enough to remain floating unless holed repeatedly or under heavy load, but even a single hole will slow the ship down quite a bit.
Burning - The most effective way to destroy a ship is to set it on fire. This can be achieved using flaming munitions, or with magical attacks. Once burning, it is difficult to put out a fire on a ship, and they will usually burn to the water line within hours. Smoke below decks will cripple Galleys immediately by choking their Oarsmen, and fire will quickly devour sails once it reaches them.
Mages are perhaps even more useful on a warship than in an army. While any mage can aid a ships crew in a variety of ways, mages trained for seabound life and magic are far more effective. The main uses a Mage has on a warship are as follows:
Combat - Destruction magic can be truly devastating on the waves. Fire and lightning spells can set ships ablaze with ease. There is an ample supply of water to form Icy spears and slay crewmen, or simply create abnormally large waves and swamp smaller Galleys. Force magic can blast crewmen into the water or destroy oars. The destruction even a single mage can wreak on a hostile ship is terrifying, and when a group of mages works together to create larger scale spells, whole ships can be destroyed with ferocity approaching that of the legendary Kraken.
Movement - Specially trained mages can manipulate the water around a ships hull to propel it along much faster than its usual achievable speeds, or even move it when it is otherwise unable to move. This is an exhausting spell however, and even a group will not be able to keep it up for long. A more simple approach to aiding a ships movement is to weave Force magics into a false wind to fill a ships sails even when there is no wind or unfavorable wind.
Scouting - Mages with flying Shades or Shape Shifting abilities can take to the air and scout enemy fleets with ease. This is a vital strategic edge that cannot be underestimated. Augmentation of Artillery - similar to traditional Destruction magic, but applied to a ships artillery instead. Mages can use Glyphs to attach spells onto the heads of bolts or the surfaces of catapult shot. This greatly increases the mages reach and brings a ship's artillery to frightening new levels of destructive power.
3 War Galleys, 5 War Cogs. Main focus on keeping the trade lanes with Windermere open. Replaces ships mostly by seizing pirate ships instead of building their own.
Admiral Anabla Sutharlan - Skilled Admiral 5 War Galleys, 1 Castle Galley, 6 War Cogs. With notably skilled crews and built to withstand the Ice, the Raeldar Fleet keeps pirates away from its whaling operations with extreme prejudice, and packs a much greater punch than their numbers suggest.
(pre-war) 5 War Galleys. With the Summer Isles navy to safeguard their fishing fleets, there has been historically little reason for Ralda to heavily invest in its own ships, and it maintains only a token force that spends a lot of their time docked. Post War, they have no navy at all.
None. With no significant ports, little money and surrounded by the Naval powers of Akki, Uzgob and Telmarion, Glarmion nobility simply allows others to police their coast for them. Accordingly, they have become something of a pirate haven.
Irman Fleet: 8 War Galleys, 1 Castle Galley. With ships exclusively bought from the Summer Isles shipyards, this fleet is more of a prestige icon than useful for war or anti-piracy. Oceanic Fleet: 9 War Cogs, 2 War Galleys. Purchased from Windermere shipyards, these ships patrol the northern coasts, suppressing what little pirate presence there is on the northern oceanic coasts. Maintained in such size for the sake of prestige more than practicality.
Coastal Fleet: 11 Castle Galleys, 3 Siege Galleys. This powerful fleet rarely leaves coastal Orog waters, but is one of the few serious threats to the Summer Isles Navy on the Irman. Trade Protection Fleet: 12 War Cogs, 5 Siege Cogs. This fleet exists to escort Orog based merchant ships wherever they may go. It is rarely concentrated in one place. Thanks to its wide ranging area of operations though, it perpetuates the myth of a colossal Orog navy by showing the flag all across Formaroth. Reserve Fleet: Consisting of the 5 captured Ralda War Galleys, the reserve fleet is also marked as containing far more ships than it does, due to the theoretical warship output of the Orog yards should they be seriously challenged at sea.
Based out of Nyhem, the Imperial Navy owes allegiance only to the High King. It consists of 10 Castle Galleys and 10 Siege Galleys. With the healthy mage presence in Nyhem, it often deploys with destruction mages onboard to augment its artillery, and when it is deployed, it is with the intent of destroying enemy ships, not capturing them.
Under the command of the Du Paraquettes, the Sypius Navy consists of 10 War Galleys, whose purpose is primarily to keep the southern Sypius coast pirate-free.
Inan Fleet: 16 War Galleys and 5 Castle Galleys, many purchased from the Summer Isles, are a force set to dominate the narrow confines of the Inan sea. Though they engage in anti-pirate activites, they are without a doubt deployed to ensure Telmarion cannot be invaded by sea without a fight. Ocean Fleet: 9 War Galleys, 12 War Cogs and 4 Siege Cogs are the product of native Telmarion ship-building efforts on the Oceanic coast. Once again, they are defensive in nature, keeping the Telmarion Oceanic coast secure from pirate raiders in the north or Akki based raids.
Irman Fleet: Consisting of 10 Castle Galleys, the Irman Fleet often co-operates with the Summer Isles Navy in securing the coast from pirates. Oceanic Fleet: 6 War Galleys and 11 War Cogs secure the Windermere Oceanic coast, and provide it with the most fleet power in this oft-forgotten and rarely traveled theater. It is based in the only significant shipyard on this coastline.
7 War Galleys, 8 Castle Galleys and 2 Siege Galleys based in the Inan sea are the Coruneon answer to the massive Telmarion armada, procured at great expense from the Summer Isles. Coruneon typically leaves its Irman coast undefended, letting the Summer Isles fleet clear it of pirates.
10 Castle Galleys, 4 Siege Galleys, 11 War Cogs and 2 Siege Holks make up the Uzgob navy. Relying on imported wood has led to a focus on more capable individual Galleys rather than fielding many lesser Galleys. Numbers are made up from the cheaper War Cogs.
Admiral Helen Bludvist - Master Admiral Ice Sea Fleet: 20 Castle Galleys, 8 War Galleys and 7 Siege Galleys form the powerful Cawanor Ice Sea Fleet. Primarily a Warfleet, they secure the short Cawanor coast with extreme prejudice, while remaining ready to seize control of the whole sea if such is necessary in wartime. Trade Protection Fleet: 15 War Cogs and 11 Siege Cogs make up the Trade protection fleet. These ships are rarely concentrated in one place, instead following Cawanor based merchant ships and guarding them from pirates wherever they go. Thanks to the widespread nature of Cawanor exports, many believe the Cawanor navy to be much larger than it actually is, as Cawanor navy Cogs can be found all across the seas of Formaroth.
(Pre War Composition) Captain Nicol - Expert Admiral Grand Oceanic Fleet: 40 War Cogs, 20 Siege Cogs, 7 Siege Holks, 1 Beilokias Caravel. This huge fleet secures not just Akki, but the oceans around it for many leagues. Deceptive in its size, for Cogs are far cheaper to construct than Galleys, it is also in large part thanks to captured ships that the Akki navy has grown so large. Nonetheless, it would be a brave or foolish man indeed to threaten Akki on the seas. Southern Shallows Fleet: 8 War galleys and 2 Siege Galleys. This fleet is small by Akki standards, though a respectable force in its own right. It operates in the south of Akki, keeping the shallow, less tumultuous areas around Urmi secure, lest a foe try to send an armada of Galleys up around the cape of Alenius. (Post War) None.
Captured Fleet: Alenius has had much misfortune with maintaining a fleet, but the spoils of war are great. It has recently found its fleet grow to 8 War Galleys, 10 Castle Galleys and 6 Siege Galleys, taken from Akki and Uzgob.
NPC CHARACTERS Though I have made minor edit's where necessary, most of this is copy/paste from part one so much the character sheets do not cover the events of part 1
(Details about character's and what their positions entail can be found under 'Old High Council' or on their own character sheet)
Name: High King Alasdair De Reimer Position: King
Name: Marchioness Cerlina Tuania Position: Head advisor - The head advisor is responsible for advising the king on most matters. They are often involved with most political affairs and act as ruler in the Kings absence.
Name: Duchess Lanaya Dionisa Position: Magisterial advisor - A magisterial advisor is responsible for advising the king on matters of which he knows very little about. As a result, a Magisterial advisor tends to be a; High magister, Grand Alchemist or scholar.
Name: Grand Duchess Isabel De Reimer Position: Economic advisor
Name: Claus Rotstein Position: Advisor of war
Name: Alex (More information bellow) Position: Advisor of Law - The advisor of law is responsible for residing over trials as well as upholding old laws, introducing new ones and upturning obsolete ones. He advises the king in matters of justice and law.
Name: Grand Duke Alasdair De Reimer Position: Head advisor (currently acting ruler) – The head advisor is responsible for advising the king on most matters. They are often involved with most political affairs and act as ruler in the Kings absence. (See character sheet for more detail)
Name: Aurelia Vyncetta Position: Magisterial advisor – A magisterial advisor is responsible for advising the king on matters of which he knows very little about. As a result, a Magisterial advisor tends to be a; High magister, Grand Alchemist or scholar. (See character sheet for more detail)
Name: Grand Duke (Denounced) Edward Du Paraquette Age: 47 Gender: Male Position: Ex-Economic advisor/Prisoner Personality: Greedy, talent for money management, Dubious, Corrupt, Formal and Polite in public Appearance: Fat, wispy moustache, balding grey hair, sweaty, considered un-attractive Background: Edward has served on the council since he was a young man. He was chosen to serve on the council by Queen Victoria for his skill at money management. Despite his façade of being a honest and polite man he is in truth corrupt, and although he always brings in money for the crown, a certain amount always ends up in his own pockets. After Alasdair De Reimer took the throne Edward and his wife were imprisoned after their son Charles showed Alasdair evidence of his parents money laundering. Skills and traits: Master economist, adept manipulator, expert politician
Name: Ser Alice Rallar Age: 41 Gender: Female Position: Advisor of war Personality: Stern, serious, loyal to the crown, chivalrous Appearance: Short ginger hair, muscular, narrow eyes, Background: Alice Rallar fought as a commander on the side of house Remonnet in the ‘Remonnet, Manshrew civil war’. Due to her impressive performance at commanding and inspiring the troops, king John Remonnet made her the new advisor of war. She is good friends with Alex. Skills and traits: Master military commander, champion swordsman, Inspirer, Adept politician
Name: Alex Age: 21 Gender: Male Position: Advisor of Law – The advisor of law is responsible for residing over trials as well as upholding old laws, introducing new ones and upturning obsolete ones. He advises the king in matters of justice and law. Personality: Kind, gentle, loyal, naïve, strong sense of justice Appearance: Young, short brown hair, thin, Background: Alex was originally a scholar within the Miserth Keep, however his extensive knowledge in law was noticed by King John Remonnet who added him to the High council to replace the previous advisor of law (Lissana Nahor) who had recently passed away. He is good friends with Alice Rallar. Skills and traits: Extensive knowledge of law, adept politician, apprentice economist.
Name: Grand Cleric Mildred Age: 72 (Deceased) Gender: Female Position: Grand cleric of Divine church Personality: Corrupt, greedy, polite and spiritual in public. Appearance: Long grey hair, lavish robes, elderly, looks more feeble than she really is. Background: Mildred became the leader of the Divine church nearly twelve years ago. Though she preaches the faith in public she was known for breaking nearly every teaching she preaches. She was known to use her status and power to pay for lavish clothes, rich food, heavy drinking and even breaking the vows of Chasity. However this was not particularly shocking given that many of the previous grand priests and grand clerics have been the exact same way. The church is currently deeply corrupt among it’s high ranking members. Mildred was recently assassinated during one of Lycaon's plots. Skills and traits: Knowledge of the faith, expert deceiver
Name: Davos ironbark/Sarah ironbark Age: 47/52 Gender: Male/female Position: Joint heads of the Nyhem bank Personalities: Formal, straight to the point, pragmatic, cold, logical Appearance Davos: Bald, closely trimmed beard, thin man with a long hooked nose Appearance Sarah: Long grey hair, sharp check bones, tall, thin Background: Davos and Sarah are a married couple who currently run the bank of Nyhem. They run the bank in a brutally efficient way; never handing out loans to people who they know can’t pay it back and having no mercy on those who don’t. They are currently the richest individual’s in Nyhem (also one of the richest in Formaroth) and have enough wealth and power to even give entire kingdoms pause. Currently the crown is up to 6 million in debt due to the reign of Helyot Remonnet. Half of which is owed to the bank of Nyhem given both Davos and Sarah a lot of political influence.
Name: Harold Age: 83 Gender: Male Position: Head alchemist Personality: Kind, wise, caring, knowledgeable, intelligent Appearance: Elderly, thin white hair, bad eyesight Background: Harold has been with the alchemist’s guild for his entire life. He learned various skills within the alchemist guild and has been responsible for several scientific breakthroughs. He was made the head alchemist when he was sixty and has continued to manage the guild in a kind hearted, fair and logical way. Skills and traits: Master Alchemist, Master scientist, Incredibly wise and intelligent
Name: Grand Duke (Denounced) Edward Du Paraquette Age: 47 Gender: Male Position: Ex-Economic advisor/Prisoner Personality: Greedy, talent for money management, Dubious, Corrupt, Formal and Polite in public Appearance: Fat, wispy moustache, balding grey hair, sweaty, considered un-attractive Background: Edward has served on the council since he was a young man. He was chosen to serve on the council by Queen Victoria for his skill at money management. Despite his façade of being a honest and polite man he is in truth corrupt, and although he always brings in money for the crown, a certain amount always ends up in his own pockets. After Alasdair De Reimer took the throne Edward and his wife were imprisoned after their son Charles showed Alasdair evidence of his parents money laundering. Skills and traits: Master economist, adept manipulator, expert politician
Name: Grand Duchess (denounced) Alise Du Paraquette Age: 48 Gender: Female Position: Prisoner Background: Alise Du Paraquette is the wife of Edward and run’s the family manor and also manages Sypius plains. However the commoners who live within Sypius plains believe her and her husband to be greedy and incompetent. After Alasdair De Reimer took the throne Alise and her husband were imprisoned after their son Charles showed Alasdair evidence of his parents money laundering. Personality: Greedy, Snobbish, high-strung, Highly values her social status Appearance: Fat, Long brown hair, Lavish clothing
Name: Grand Duke Charles Du Paraquette Age: 23 Gender: Male Position: Head of the Du Paraquette Family Background: Charles has great resentment of his Father and Mother; believing them to be corrupt, incompetent individuals who have no idea how to run a kingdom as well as sullying the family name. He also believes that they do not truly appreciate his political skills and thinks that he and his wife would be far better suited to ruling Sypius plains. After a scheming with High king Alasdair Charles was able to imprison both his parents and become the new ruler of his house. Due to this he is very loyal to the Imperial concord. Personality: Serious, Formal, Vengeful, Loyal to the crown, Appearance: Thin, Short brown hair, Well trimmed beard, Considered handsome by most
Name: Grand Duchess Ellen Du Paraquette Age: 20 Gender: Female Background: Ellen Du Paraquette was the daughter of a middle classed accountant who married herself into the Du Paraquette family by marring Charles. However both Edward and Alise strongly disapprove of Ellen and believe that their son should have married someone within his own class. Due to this Ellen also has a strong resentment towards Charles’s parents and like her husband believes that they would be much better suited to ruling Sypius Plains. After the High King helped both her and Charles to become the new ruler of the Du Paraquette family she has become very loyal to the Imperial Concord. She is currently pregnant. Personality: Serious, Pragmatic, Vengeful, Formal Appearance: Thin, Long blond hair, Considered to be beautiful by most
Name: Rendon Du Paraquette
Age: 50
Gender: Male
Sexual Orientation: Hetrosexual
Position: Knight of Nidanke
Personality: Pious, Loyal to the crown, Intelligent, Arrogant, Self righteous, Pompous,
Weaknesses: Short sighted; Only caring for immediate results this man has no concept of the long term. Born follower; This man has no ambitions and is more interested in pleasing his superiors than he is furthering his own position. Disliked; nobles, peasantry and even his own family, this man's arrogance means he is disliked by many and liked by few. It's rumored even his wife and children hate him.
Appearance: Muscular man for his age, short grey hair, aging wrinkled skin, wispy white moustache, dark black eyes Background: As second eldest son of the Du Paraquettes, Rendon had very little chance of inheriting any of his parents land who greatly favored their eldest son, Gregory. As such Rendon sought to make a name for himself within the church and became a knight of Nidanke, a god that the Du Paraquettes often prayed to. From there Rendon's status and piety lead him to become head of the religious order and lead his knights against the forces of the Mandarass Alliance during Formaroth's first civil war. After the death of Heylot and his detested older brother, Rendon being the second eldest was unable to inherit any of the land due to being sworn to the church, as a result the land passed to his youngest brother Edward. This led to Rendon becoming bitter towards his once close younger brother and grateful to Alasdair after he had Edward imprisoned. He now continues to serve in the church remaining feverously loyal to the church and hateful of the Heretic's. However due to his loyalty to the crown and the nobility he is nervous of the influence that Edward possesses. This has led Alasdair to believe that Rendon is the best person to lead the inquistion from the shadows as it's viceroy.
Name: King Henry Mazeltof Age: 53 (Deceased) Gender: male Position: Head of the family Personality: Proud, stubborn, purposeful, unpredictable, prone to outbursts of anger. Appearance: Looks like a stereotypical pirate. Sturdy and tall, with mid-length, untidy hair, an impressive beard, huge eyebrows and dark, piercing eyes. He has a deep, hoarse voice. Rarely smiles, but is very fond of smirking. During Formaroth’s civil war, he severely injured his right leg and now finds it very difficult to stand and walk. Even so, most find him intimidating, if not frightening.
Henry was captured during 'The Battle of Ralda' and was later executed in Nyhem.
Skills: Before the accident, was famous for having incredible sword- fighting skills. However, he also knows a lot about tactics and war planning, and has a good understanding of politics. Master economist.
Name: Grand Duchess Grace Mazeltof (Deceased) Age: 48 (Deceased) Gender: female Personality: Manipulative, intelligent, and talented. Appearance: Long, blond hair, medium height, slim. She was considered beautiful, with large green eyes, pale shin, and a long neck. Looked very young for her age. Skills: Known 5 languages fluently, was great knowledge of the country’s history, geography and political situation. Played on 7 instruments. Sang beautifully. Master manipulator.
Name: Marquess Godwyn Mazeltof Age: 28 (Deceased) Gender: male Personality: inspiring, confident, determined, charming, and a natural-born leader. Appearance: Medium- height, brawny, with short-trimmed, brown curly hair, and like his father, dark eyes under huge eyebrows. Skills: Great leadership skills, good political skills, good strategist and great sword welding abilities.
Name: Lord Ian Mazeltof Age: 26 Gender: male Personality: Very likable. Laid-back, charismatic, spontaneous, and light-hearted. Very loyal to the house. Appearance: Medium high, well-built, with a handsome face, striking green eyes and square jaw line. Skills: Master negotiator, master politician, master manipulator and great archer.
Name: Lady Dilys Mazeltof Age: 25 Gender: Female Position: Head of Mazeltof family Personality: Poised, compassionate, independent, brave. Appearance: Has dragon tattoo on her back. Apart from that, very much like her mother with a petit figure, blond hair and green eyes. Skills: Has magical abilities, speaks 4 languages fluently, great painter. Background: Dilys wanted to go to learn how to use and develop her magical powers in a special school, however was forbidden from doing so by her father. Lord Henry believes that she would be brainwashed or used as a pion in political games. As a 17 year old she fell in love with Alasdair De Reimer.
Dilys has followed Andris Mandarass into exile alongside her brother Ian an baby sister Willow.
Name: Lady Alicja Mazeltof Age: 22 Gender: Female Personality: Intelligent, kind, and outspoken. Appearance: She is medium height, with brown wavy hair, green eyes and really adorable ears. Skills: Well read. Few years back became interested in medicine, and currently has a good working knowledge of how to cure illnesses.
Alicja Mazeltof is currently still in Formaroth and thought to have been killed during 'the battle of Ralda'. During the Nyhem Riot she was able to break her sister Pearl Mazeltof out of prison and along with her followers has fled Nyhem to seek safety in the south.
Name: Lady Pearl ‘Ruby’ Mazeltof Age: 17 Gender: Female Position: Prisoner of the Concord Personality: Prefers staying in the background to listen and observe, however when there is need, she stands up for the things she believes in. Can be temperamental. She is very direct and honest. Brave. Appearance: Slim, shorter than average, brown hair, brown eyes. Skills: highly analytical mind, expert strategist, expert at gymnastics. Adept sward master.
Name: Lady Willow Mazeltof Age: 3 Gender: Female Personality: Kind, loves animals, most of all horses. Very intelligent. At times, ok, most of the time- argumentative. Appearance: Adorable. Small and plum. She has large, green eyes, chubby, ruddy cheeks and a mass of blond curly hair. Skills: possibly possesses magical abilities.
Family members Name: King Rubidus Age: 73 Gender: male Position: head of the family Personality: cold, prone to violent outbursts (rumoured to have killed his wife, but no proof), calculating, wants to move his family up in the world, very wealth driven Appearance: Rubidus Wulfrick was famous for his silky, long, white hair. The years had not treated his body with kindness, and the once beautiful, golden skin was now covered with lines, and heavy, like old, cheap leather. Sunken eyes brown, and a thin, bony nose were the features that stood out most on his, rather plain face. He always insisted on wearing golden gloves. No one knew the reason, some assumed he hid some horrid deformity underneath, others thought that he just couldn’t bear to touch anything lesser than him. One particularly gruesome rumour was that his hands were strained red from all the blood he spilt, but this was known to be a false hood. Not now, nor in this youth could the old man ever have the strength to wield a sword or dagger. No, the man’s strength was in his mind which had lasted him through the years as his body slowly failed him. Skills: a successful, yet ruthless negotiator, who’s equally as well travelled as he is read, and some say there isn’t a book worth reading that he has not read, and quite a few more. As such he is skilled in many a tongue and forced this talent onto his children and grandchildren. A critical mind, he has such a good talent for predicting how things will come to pass that the Wulfrick family rely not on prophets or religion, but Rubidus.
Name: Marquess Aureus Age: 48 Gender: male Orientation: Homosexual Personality: flamboyant, charming, adventurous, spends very freely, liberal Appearance: taking after his mother more than his father, he had bronze skin, and curly, black hair, that he puts absolutely no effort into maintenance, but every effort into the maintenance of his beard and moustache. The only feature he inherits from his father is his deeply sunk in eyes, which are so dark they’re almost black. A well travelled man, he refuses to wear the traditional clothes of his homeland and instead chooses a bizarre mix of heavy clothes from the north and the light silks of the east. A strong man, the only member of his house to be able to wield a sword, and with some grace and skill at that. Skills: a good fighter, a negotiator, and skilled seaman, who can steer a ship as well as he can captain one. A good nose for spotting a fake or a con, due to his father sending him out to sea as he wouldn’t take a wife nor bear any heirs.
Name: Lord Smaragdus Age: 45 Gender: male Personality: a kind, soft-spoken man, who has trouble voicing his opinions in such an opinionated house. Timid is another word used to best describe him. He is a very skilled negotiator, as well as compassionate and gentle, with a keen love for animals and tobacco. Appearance: A clean shaven man with bronze skin and carefully styled hair. Taking very little from his father but his name and his brown eyes, only his aren’t anywhere near as sunken in, he has a large nose, and lips that always have a soft smile. A tobacco addiction has left him with very poor breathing, and he’s rarely seen without a pipe or hookah near. Skills: a very talented rider, and negotiator, well read. His main talent is staying as kind and down to earth and honest with his father brothers and sisters.
Name: Lady Unynna Age: 35 Gender: female Position: wife to Smaragdus Personality: outspoken, rebellious, compassionate, kind, honest, intelligent, brave Appearance: dark skinned with thick, curly hair and bright blue eyes. Keeps wearing her home colours, and the gold-spun jewellery of the land. Skills: not being afraid of anyone, sharp-witted, and even sharper tonged. Ambitious for her children. Nice person, but not very useful.
Name: Lady Sappir Age: 51 Gender: Female Orientation: asexual Position: oldest child Personality: cold, ambitious, driven, cares very much for her children and nieces and nephews, hateful to pretty much everyone else Appearance: Sappir has silky black hair like her fathers before her, which is styled into elaborate braided updo’s every morning, and flawless, brown skin, with eyes so dark they’re almost black, and a thin, bony nose. Petite in fame, she never really fit in with her body, but she tries to maintain the appearance of a lady, though in her childhood she used to secretly practise with a sword. Skills: the most well-read of her house, she’s very knowledgeable of poison, which she used to kill her husband after she finally bore a son. She’s very cunning, and sharp witted and willed, but for her children and nieces and nephews she is very kind and gentle.
Name: Lady Lydia Age:31 Gender: female Position: Personality: arguably one of the most dull, stupid people in all of the kingdoms. An annoyingly cheery girl, the family are glad to have married her off Appearance: light skinned, with black eyes and dark brown hair, as well as a bony nose Short, and with a stupid smile practically stapled onto her face. Skills: none. … Well, maybe needle work and giving birth
Name: Lady Jael Age: 29 Gender: female Position: spinster for life Personality, appearance, skills and traits: Personality: distrustful, cold, calculating, clever, curious, introverted, easily addicted Appearance: Jael has the unfortunance of being both a dwarf and an albino. As such she puts little effort into her appearance, letting her curly hair free. She has red eyes, with no colour elsewhere. Short, as she’s a dwarf. Her fingers have callacies from the amount of books she’s read, though they are mostly fiction. She’s had poor health and weak bones, leading to many a fall, one of which lead to a scar on her upper forehead. To make her health worse she is a drunkard and addicted to tobacco as well as other drugs. She rarely leaves her room, and knows that she has no hope of marrying. Skills: good at reading, and very intelligent
Name: Lady Odetta Age:27 Gender: female Personality: Bright, cheerful, compassionate, manipulative, outspoken, extroverted, greatly enjoys the art, ambitious Appearance: A remarkably angled face, with a strong jawline and cheekbones, a sharp nose, and bright, black eyes. Her hair is just as black as those eyes, with a sharp, blunt fringe, and always styled hair Skills: very sharp witted, an experienced lover, and fantastic liar.
Name: Lord Goodwin Age:23 Gender: male Orientation: bisexual Personality: fun-loving, adventurous, jokey, skilled liar, adrenaline junky, flirty, charming, animal lover, seductive Appearance: Dark brown hair, with golden skin, and black eyes, and bony nose. Curly hair, with stubble. A keen sportsman, he’s very fit, and as he’s especially skilled in archery, he has strong arms. The tallest of his family. Skills: archery, horse riding, climbing, bird training, skilled liar, very seductive, has a habit of seducing young women and ruining their reputations, unmarried
Lord Goodwin is currently engaged to Isabel De Reimer, much to his disliking
Name: King Henri Anjervine; King of Windermere, Prince of the Summer Isles, Lord of Vine Age: 46 Gender: Male Position: Head of House Anjervine, Lord Marshal of Windermere and the Summer Isles Background: Henri was the oldest child of Charles Anjervine. He spend a great deal of his youth as a mercenary captain within the Elven Imperium.
During the civil war Henri fought on the side of the Concord and lead the concord forces in the conquest of Ralda
Personality, appearance, skills and traits: Henri is a strong and proud man who often bulldozes over his opponents. Handsome and well built he is often cited as a true son of the Remonnet line because of his features which strongly resemble theirs.
He's a consummate swordsman but his best skill is the lance which he is renowned for and is called the 'Iron rose' for his personal sigil is the red rose of Vine.
Henri is also an experienced commander of hosts, having fought in wars in the Elven Empire as the leader of mercenaries when he was younger.
Name: Grand Duchess Leona Swen Age: 43 Gender: Female Position: Wife of the King of Windermere, Princess of Windermere, Princess of Swen Background: Leona is strong-willed woman who was the last of her house after her older brothers died in a campaign against Pirate's. Seeing what seemed to be the guaranteed destruction of her house by death and the plots of her supposed vassals she tied herself to the King of Windermere through marriage. Thus securing her position among her vassals as her husband increased her strength in arms from only 1,000 to 5,000 the equivalent of half her vassals levies.
Her house is House Swen who've ruled the Summer Isles under the Kings of Windermere for many thousands of years.
Personality: She's a strong-willed woman who is very much a family woman and cares for her children greatly and thus seeks to have Henri's schemes succeed so that her children may benefit.
She's seen as very beautiful by those who've met her.
She's a good politicker.
Name: Marquess Daven Anjervine Age: 16 Gender: Male Positions: Crown Prince of Windermere, Lord of Gwendt, Marshal of the Southern Marches Background: He's the firstborn of the union between Henri and Leona and has been groomed for the rule of Windermere by them since birth.
Personality: He's still growing
He's been taught swordsmanship since 5 and that is his gift, he's beaten grown men before.
Name: Lord Renauld Anjervine Age: 13 Positions: Secondborn of Windermere, Knight of Dowry Personality: He's still growing.
Learning to be a man.
Name: Queen Freya Neptuna Age: 33 Gender: Female Position: Queen of Akki Background: Freya became the ruler of Akki after her older sister and brother were killed at sea during a storm making her the youngest ruler of Akki in history (being only twelve years of age). However despite her age Freya proved to be an adequate ruler and leader and is greatly loved by her people. During the war for the throne Freya fought on the side of House Mandarass and has followed them into exile along with her son. Personality: Brave, Honest, Carefree, laidback, loves her people Appearance: Dark skinned, long black hair, tall, green eyes Skills and traits: Master ruler, Master naval commander, Master leader, Expert economist, Apprentice Military commander, Expert Spear user
During the civil war Freya sided with Andris due to threats posed by house Blackwell. Along with her son and supporters, she has followed Andris into exile
Name: Marquess Robert Neptuna Age: 16 Gender: Male Position: Prince of Akki Background: Robert is the oldest and only child of Freya and most consider him to be very similar to his mother. It is currently unknown who his father is and it is believed that only Freya knowns. Robert’s main aim at the moment is to prove himself to the people of Akki and his mother to show that he is a worthy leader. He is currently in exile alongside his mother. Personality: Brave, Honest, Carefree, laidback, Sauvé Appearance: Dark skinned, Shoulder length black hair, Tall, green eyes Skills and traits: Adept ruler, Master naval commander, expert leader, Apprentice economist, novice Military commander, Expert mace user
Name: Captain Nicol Age: 70 Gender: Male Position: Head advisor Background: Nicol has been House Neptuna’s advisor for most of his life. He is a wise man who loves the Neptuna family. He greatly helped Freya in her young age to rule the kingdom and is currently her most trusted advisor. Personality: Kind, gentle, wise, completely loyal to House Neptune Appearance: Dark skinned, bald, grey hair, aged Skills and traits: Master ruler, master economist, expert naval commander, adept swordsman
Name: Commander Elduin Species: Elf Age: 113 Gender: male Position: Military leader Background: Elduin Yalathanil was an elven general in the Elven Imperium. He defected from the Imperium after believing his talents were not being appreciated. He was recruited during the Formaroth civil war by house Neptuna after they decided that their forces required a skilled military leader who could lead their forces on land effectively. He is one of the very few elves who currently lives in Formaroth, let alone one who commands a great deal of authority. Personality: Stubborn, Gory seeking, Head strong, loyal to House Neptuna Appearance: Typical elven appearance; short, skinny, dark blue skin, clawed hands, pointed ears, long stretched face. Skills and traits: Master military commander, Master duel sword wielder
Name: Queen Mylla Staghain Age: 56 Gender: Female Position: Head of house Background: Queen Mylla was the oldest child of the Staghain family and is the head of the family and current ruler of Thralreth. She is considered to be strong leader and is well loved by her people. Personality: Strong willed, head strong, strong sense of justice, honourable Appearance: Long ginger hair, blue eyes, rounded face Skills and traits: Master leader, Expert military commander, Expert negotiator, Adept ruler, Master swordsman, Expert Bowman
Alongside House Sutharlan, Mylla has joined 'The Southern Alliance'.
Name: Grand Duke Alfred Staghain Age: 53 Gender: Male Position: Second in charge Background: Alfred married into the Staghain family at the age of 22 and greatly helps his wife Mylla in ruling the kingdom of Thraleth. Alfred will often deal with political affairs while Mylla focuses on leading her people. Alfred is well loved by the people of Thralreth. Personality: Kindhearted, quick witted, Honourable, Wise Appearance: Short brown hair, blue eyes, tall, slender, short beard Skills and traits: Master ruler, expert economist, expert negotiator, adept leader
Name: Marquess Thomas Staghain Age: 18 Gender: Male Position: Prince of Thraleth / Squire to Bearnard Sutharlan Background: Thomas is the oldest child of House Staghain and is heir to the throne after his mother and father. He is currently the squire of Bearnard Sutharlan. Personality: Kind, Honourable, idealistic Appearance: Shoulder length ginger hair, blue eyes, rounded face Skills and traits: Adept ruler, Adept swordsman,
Name: Lady Rohese Staghain Age: 14 Gender: Female Position: Princess of Thraleth Background: Is the youngest child of House Staghain. Personality: Honourable, Innocent, Naïve Appearance: Long brown hair, blue eyes, rounded face. Skills and traits: Lute player
Name: Count Roland Age: 32 Gender: Male Position: General of Staghain’s armies Personality: Straight to the point, blunt, Honourable Appearance: Long shaggy black hair, Massive beard Skills and traits: Master Military commander, Master swordsman
Name: King Bearnard Sutharlan “The Quiet Wolf” Age: 48 Gender: Male Position: Paramount Lord of Raeldar, Patriarch, Family Head Personality: Quiet, Loyal, Just, Reserved, Fair, Respected, Natrual Leader, Warrior, Wise, Honest, Frugal, Feared Appearance: Thick ash hair peppered with with gray. Short but rugged beard honoring his lands, with solemn almost cold grass green eyes. Tall reaching, 6’4 with broad shoulders. Background: Bearnard born a twin but his sister had died in the womb, rendering his mother barren. Which some people believe took away of his soul, explaining why he tends to be so quiet. Threw his childhood people started nicknaming him ‘Quiet Wolf’ because of his silent demeanor and his prowess. His actions always spoke louder than words. However around his spouse, children or his vassals he tends to be more expressive. As a father of five children of which has three female children. Two of which are tomboys, who he drilled personally as hard as his two male children. Only one girl is truly feminine. All of which are in company to attend the late king's funeral and pay his respects. He was granted to title of ‘General of the Vanguard’ by the late king. With retinue of 50 men as a personal guard. During the civil war Bearnard, alongside house Staghain, joined the southern Alliance. Skills and Traits: Apex Warrior, Master Swordsman Leader, Cunning, Stalwart, Wise, Efficient, Loyal, Protective
Name: Sorcha Sutharlan “Peacetalker” Age: 44 Gender: Female Position: Lady of the House, Matriarch Personality: Kind, Frugal, Protective, Loving, Nurturer, Teacher Appearance: Sorcha has a dark shade of hair, almost purple in tone but carries her mother's illuminating gray eyes. Looking at the woman one would hardly believe that she is as old as she is, still holding her youthful looks of her mid to early thirties and birthing five children in the process. Possessing an average figure but carries what weight she does have well. Background: Sorcha is Bearnard’s second cousin and their marriage was already prearranged at her birth but as time grew and the two actually met there was a silent affection between the two. Even from their young age the two grew inseparable, a love inspired by so many minstrels. Being the only person to see the man she was married to smile. Shortly after the marriage she bore him a first born son and soon thereafter another four children, giving truth to the women of the Sutharlan line. However she does lament on her husband's lack of diplomatic affairs, often accompanying him on such trips. Skills and Traits: Skilled Diplomat, Moderate Politician, Skilled in Economics, Moderate Politician, Mediator, Soothsayer, Herbalist
Name: Iain Sutharlan “The Sly Fox” Age: 28 Gender: Male Position: Heir of Raeldar, First born, Scholar, General, Raeldar Steward Personality: Wise, Smart, Cunning, Musician, Leader, Chaste, Warrior, Generous, Gregarious Appearance: Iain has his mother deep black hair, almost to the point where it is near indigo in color. Stand tall at 6’3 but keeps his face clean shaven but with trimmed goatee, giving a distinguished look about him. Sinewy body build but having the ‘pretty’ face of his mothers line make him one to swoon over. Background: Iain is the pride of Raeldar. Not for being the first born but beloved by his people for his charity among the destitute and all walks of life in the south. Growing he excelled in all of his studies and training. No matter what it was Iain always excelled to it. Given a multitude of test by varrying masters of the subjects, coming to yield perfect results on each of them. Having read threw all the texts of his fathers keep and attending to his duties. Yielding a slightly higher income for his father but due to their poorer status it wasn’t much. Lessening the taxes of the common folk in the process. Iain is unmarried but his looks alone make most women swoon, driven further by the fact his is chaste and hasn’t felt a woman’s touch before Skill and Traits: Masterful Tactician, Genius, Masterful Economist, Scholar, Cunning, Cordial, Gregarious, Chaste
Name: Anna Sutharlan “The Huntress” Age:26 Gender: Female Position: Judicator of Raeldar, Lady of the House Personality: Just, Lawful, Honest, Blunt, Solitary, Without Remorse Appearance: Anna takes more after her father with hair black as night, her skin tends to be rough as she spends most of her time in the woods. Her eyes tend be far colder than her father. Her deadlock state tends to be crack any would be criminals in interrogation far before any force is used. Despite her roughen appearance she is considered quite beautiful with fair skin. Background: Anna being the second child and the first female of the line is more like her father than the rest. Preferring the company of animals even from a young age, also taking to archery. Before coming of age she master the White wood bow. Because of her solitary preference she was named judicator of the Raeldar because of her like minded thinking of her father. Spending more time in the woods hunting the would be criminals that enter her father's domain. Skills and Traits: Master Huntress and Archer, Guerrilla Fighter, Righteous, Survivalist, Herbalist, Mounted Archer
Name: Cormag Sutharlan “The Titan” Age: 25 Gender: Male Position: Marshall of Raeldar, Vanguard Leader, General Personality: Warrior, Brutish, Silent, Cautious, Friendly, Inspiring, Merciless in War Appearance: Cormag is a giant among men, even towering above his father at over seven feet closing in on eight feet, rugged flowing beard. Massive mass of muscle capcity as almost anything he uses has to be special made for considering his size and strength. His beard flows but keeps his head completely shaved. Background: Cormag even as a young child was huge, nearly killing his mother coming out of the womb. While he isn’t like his elder brother being prodigal son, he did take to his marshall lessons to heart. Mastering nearly every weapon he came into contact with. Earning himself the title ‘Marshal of Raeldar’. Forming a Legion of men like himself being tall men with a knack for battle. When they ride to battle it's much like a titan stepping onto the realms of men. Skills and Traits: Apex Warrior, Brutal Warrior, Master with Sword/Flail/Mace/Axe, Horseman, Relentless
Name: Anabla Sutharlan “Witch of the Sea” Age: 23 Gender: Female Position: Admiral of Raeldar, Lady of the House Personality: Cordial, Honest, Friendly, Proud, Gregarious, Sea lover, Efficient Appearance: Anabla keeps her ash hair cut and curled around her neck. Her very presence always gives a welcoming aura as her frame is lithe but still very attractive. Taking after her mother’s eyes, being gray but seem to be so beautiful that people claim they’d kill for them. Being the shortest of the siblings never bothered her as her personality wins over most people. Background: Anabla grew up like most young ladies would around the court of their fathers but something changed when she came about a book of the sea. What it was nobody knows but it made choose a life on the sea. Learning under her great-uncle what she could before one of the raging cold storms of the sea took him overboard. Yielding to her the position of Admiral and has spent most of her time at sea. Rarely coming to land. Skills and Traits: Masterful Sailor, Skilled Naval combatant, Adequate archer, Moderate mediator and diplomat
Name: Lili Sutharlan “Ice Lily” Age: 15 Gender: Female Position: Lady of the House Personality: Kind, Friendly, Feminine, Talker, Writer, People Person, Head in the clouds Appearance: As far apperance goes Lili is split down the middle. Taking the best physical traits from both of her parents. Beautiful gray eyes, thick ash hair with a shine that is often braided down her back. Taking the trade mark Sutharlan traits and making them better. Often considered as the most beautiful of Sorch and Bearnard’s children even at her young age. Background: Lili is often regard as the beauty of the south, even as an infant most people held her in high regard as an ice lily. A beautiful flower in white and light blue that only grows in the coldest reaches of their realms. Brought up in her father's court and is still learning poltics but most cannot say no to such a charming and beautiful face. Skills and Traits: Gregarious, Skilled diplomat, Mediator, People Pleaser, Charmer, Political
Name: Queen Catryn Tuania Age: 40 Gender: Female Position: Head of house Background: The younger sister of Evelyn, currently desperately trying to redeem here families house and distance herself as much as she can from her sister. Personality: Kind, shy, timid, suspicious, fair, intelligent Appearance: Long blond hair, short, gentle eyes Skills and traits: Master negotiator, Expert ruler, Adept economist
Name: Grand Duke Grandin Tuania Age: 43 Gender: Male Position: Second head of charge Background: Married into the Tunia family before the civil war began. Like his wife he too is desperately trying to restore the family’s reputation Personality: Kind, responsible, loyal, Appearance: Tall, black hair, starting to bald Skills and traits: Master economist, Adept ruler, Novice military commander
Name: Marchioness Cerlina Tuania Age: 24 Gender: Female Position: Head Advisor Background: Cerlia is the eldest child of the Tuania family and as a result has a lot of things expected of her. Like her parents she is also trying to improve her families standing within Formaroth and holds great hatred in her heart for her Aunt, Evelyn. Personality: Strongly loyal to her family and loves all of them dearly, headstrong, intelligent, strong willed Appearance: Shoulder length blond hair, Tall, dark green eyes, beautiful Skills and traits: Master ruler, Master negotiator, Expert Economist, Novice military commander
Name: Lord Orland Tuania Age: 19 (Deceased) Gender: Male Position: General Background: The second eldest child of the Tunaia family, Orland is currently learning to become a military commander. Personality: Idealistic, headstrong, commanding, kind Appearance: Short blond hair, muscular Skills and traits: Expert swordsman, Adept Military commander,
During the second battle of Telmarion Lord Orland was killed by Andris Mandarass
Name: Lord Anron Tuania Age: 11 Gender: Male Background: Youngest member of the Tuania family. Personality: Kind, straight forward, Naive Appearance: Short, Black hair
Name: King Daeron Humber Age: 55 (Deceased) Gender: Male Position: Head of house Background: Daeron fought on the side of House Mandarass during the civil war. Even after the war ended Daeron hold Andris in high regard and respects him more that he does most. The thing that Daeron cares for the most is his daughter, Hemala as she is now the only family he has left. During the civil war Daeron was killed by Beatrice Blackwell during the second battle of Telmarion Personality: Headstrong, laidback, firm but fair, strong sense of justice Appearance: Tall muscular man, bald, harsh facial features, tanned skin Skills and traits: Master military commander, Master axeman, adept ruler, expert leader, novice economist
Name: Marchioness Hemala Humber Age: 22 Gender: Female Position: Eldest and only child Background: Hemala is the only child of the Humber family and is heir to the throne of Coruneon. She lost her mother, Saerenna Humber, to an unknown disease at an early age and as such has been raised by her father for most of her life. Hemala, along with her advisor Maerya, have followed Andris into exile Personality: Strong willed, idealistic, headstrong, laidback Appearance: Tall, slender, short brown hair, tanned skin Skills and traits: Expert mace user, Expert Military commander, master leader, adept ruler
Name: Duchess Maerya Bernalys Age: 32 Gender: Female Position: Head advisor Background: Maerya is the head advisor of house Humber and deals with most political and economic affairs. Personality: Blunt, straight forward, wants the best for her homeland Appearance: Thin, black hair, tanned skin Skills and traits: Master ruler, Master economist
Name: Grand Duchess Cemrin Greensworth Age: 81 Gender: Female Background: The eldest member of House Greensworth, she is considered to be the only member of House Greensworth to command any sort of authority or wield any form of intelligence. She is the true ruler of Orog and everyone knows it. She is currently very fearful of what will happen to her house once she is gone. Personality: Straight to the point, wise, blunt, grumpy, intelligent Appearance: Old, grey hair, dark green eyes, walks very slowly Skills and traits: Master ruler, Master economist, Master Negotiator
Name: Queen Anera Greensworth Age: 55 Gender: Female Position: Head of house Background: Anera is the currently leader of house Greensworth and is considered to be one of the most feeble minded and incompetent rulers in Formaroth. She holds no knowledge of what it means to rule, let along how to rule effectively. She will often make rash decisions without thinking them through. Despite this she still believes herself to be a great ruler. Personality: Feeble minded, formal, easily intimidated, deluded, Appearance: Long black hair, fat, blue eyes Skills and traits: Novice Ruler, Apprentice negotiator, adept economist
Name: Grand Duke Jullon Greensworth Age: 58 Gender: Male Position: Second in command Background: Considered to be one of the most stupid and incompetent people in all of Formaroth, to the point that he something of running joke to the rest of the noble houses. While his wife Anera can at least maintain the façade that she is a competent ruler with her formal mannerism, Jullon would be unable to convince a child with his bumbling attitude. Personality: Bumbling, foolish, incompetent, attempts to be formal Appearance: Fat, Bald, short well-trimmed beard Skills and traits: Apprentice Economist
Name: Marquess Erock Greensworth Age: 25 Gender: Male Position: Champion of house Greensworth Background: The eldest child of houses Greensworth, Erock is the heir to Orog. Though not as incompetent as his parents, Erock is still considered to be an idiot by most. He holds no talent for ruling and is completely absorbed by his dream of being a great hero. He is at the very least considered to be master swordsman by those who have fought him. Personality: Chivalrous, foolish, just, idealist, deluded, Appearance: Short black hair, handsome, blue eyes Skills and traits: Master swordsman, Adept military commander, Adept leader, novice ruler
Name: lord Colbat Greensworth Age: 20 Gender: Male Sexual orientation: Homosexual Background: Colbat is the only other family member who Cemrin does not believe to be an idiot. He has a great deal of potential and has a lot of knowledge when it comes to ruling. Cemrin is hoping that he will be able to keep House Greenworth from falling apart once she is gone. Personality: Intelligent, formal calm Appearance: Tall, Black hair Skills and traits: Expert economist, Adept Ruler,
Name: lady Nalia Greensworth Age: 17 Gender: Female Background: The youngest of House Greensworth and the most Naïve. She has no true understanding of how the world works. Her biggest contribution to Orog is making the local merchants very rich due to her constant spending sprees. Personality: Spoilt, Naive, foolish, pretty Appearance: Shoulder length black hair, short, blue eyes Skills and traits: Novice Economist
Name: Queen Serala Lanistark Age: 32 Gender: Female Position: Joint ruler of Glarmion/ruler of upper Glarmion Background: Serala is the joint ruler of Glarmion and rules alongside her twin brother. She and her brother became the new leader of Glarmion after her father and mother were killed in the civil war. She holds great respect for Andris Mandarass (one of the few people outside of Glarmion who she respects). During the civil war she was captured during the second battle of Telmarion. Personality: Fierce, fearless, brave, militant, Appearance: Long blond hair, dark eyes, muscular Skills and traits: Master swordsman, Expert military commander, Master leader, adept ruler
Name: King Maror Lanistark Age: 32 Gender: Male Position: Joint ruler of Glarmion/ruler of lower Glarmion Background: Maror is the joint ruler of Glarmion and rules alongside his twin sister. Him and his sister became the new leader of Glarmion after his father and mother were killed in the civil war. He holds great respect for Andris Mandarass (one of the few people outside of Glarmion who he respects). He has followed Andris Mandarass into exile Personality: Blunt, fearless, brave, aggressive Appearance: Tall, muscular, short hair, roughly shaven Skills and traits: Master Axeman, Expert military commander, Master leader, adept ruler
Name: High Magister Barden Age: 28 Gender: Male Position: Advisor of Glarmion/Head battle mage Background: Barden originated from the summer isles where he studied under the school of destruction. He was hired by the Lanistark twins after the civil war to advise them on matters of the arcane as well as teaching the mages of Glarmion the art of destruction magic. Sunce the civil war started he has defected from house Lannistark to join Lanaya's mage collective. Personality: Studies, blunt, serious, Appearance: Tall slender man, long pointed nose, short ginger hair. Skills and traits: Master destruction magic, Expert Restoration magic, Expert conjuring magic, Expert bow user, adept swordsman
During the first era, a particular legend haunted the people of the Uzgob desert. The legend of the sand wyrm could be heard around any campfire one joined. The tales depict a creature much like a dragon, save for its limbs, that resembled much like a flying serpent. When traversing across the desert landscape, many people of Uzgob carried amulets of protection to ward off sand storms, believed to be caused by the Sand Wyrm. No one has ever seen a Sand Wyrm, for the legend says that the serpentine-like beast resides within the sand storms, and swallows up any victims that cross its paths. For many years, the people that lived in the desert were terrified of travelling across the desert, especially at the heart of it, for they never knew when the beast would strike.
Over time, the legends of the Sand Wyrm have died away, leaving most people in today’s time to be less wary when traversing the desert, though they can still be heard to frighten children from venturing to far from their parents. If one happened to stumble upon a cave located in the sandy terrain of Uzgob, it would not be surprising to see a cave drawing from before the first era, depicting a flying serpentine with wings.
Local Dishes Blank mang- a sweet dish combining milk, rice, almonds and chopped meat.
Customs Rolling burning barrels down a hill on Midsummer’s Eve
Clothes
Nobles
Extravagant robes that are normally worn in a solid color, though no collective amount of people adhere to a certain color. Women wear elaborate headdresses of hair nets with pearls, or coifs, some that can afford to, adorn their head with golden headwear. Men, and women alike in the nobility wear fancy hats, as the more flamboyant, the more attention one receives. A favorite type of hat amongst the men, is either a small cap, or floppy, wide-brimmed hat with large feathers tucked into the hat band. It is not uncommon for men, or women to wear lots of jewelery all at once, many wearing three-to-five rings at a time on hand, with bracelets, and richly made necklaces for the women.
Middle-class
Those that live in the middle class can afford better clothes than their lesser counterparts, the peasants. They can afford simple jewelery, often cheap, and brittle in construction. It is more uncommon to see a middle-class citizen wearing more than three pieces of jewelery, for example: one ring, one necklace, or a pair of earrings. Leather jackets are commonly worn amongst the men, and the women dress in simple linen dresses, with plain patterns, or solid colors. The same applies for men with their cloth tunics, lacking of detailed embroidery in most cases.
Peasants
The peasant people in Telmarion are lucky to afford a basic sack-cloth tunic, or a gunny dress for the women. They are lucky if they can afford a pair of boots, if not, they forgo that, and wear linen footwraps, or leather sandals in the warmer months. In the winter, they cover their heads with sack-cloth hoods.
Legend
The Witch of the Grey Tower
Long ago, during the first era in Telmarion, women practicing magick were condemned to being burned at the stake, as they were believed to be evil witches, that harmed innocent people. A noble family, by the name of Greywinter, bore a daughter, who from an early age, could wield magick. To prevent their daughter from suffering the flames of the stake, were she to be found out, they placed her in a tower, deep within the midst of their vast property. Inside the forest, there stood an ancient tower, long built by the family’s ancestors before recorded history. It served as a look-out tower for many generations, until their daughter, Azara was born. Then the tower served as a way to keep the girl inside. Her parents had a blacksmith forge an amulet for their daughter, then by the old ways, they were able to imbue the amulet with magickal properties, that would prevent the girl from using her magick. They still feared her nonetheless, and did not wish for their daughter to be found out, or for those close to the family to question the purpose of the amulet.
For many years, she lived within the walls of the tower, where she was protected by two guardsmen, and she had a governess to look over her, and provide her with an education needed of a noble woman. As the years ticked by, Azara reached the age of seventeen, and she had begun to wonder what lay beyond the realm of her tower. To her knowledge, Azara did not know of her parents, or of her family that lived just miles on the outskirts of the forest. One day, as she sat gazing longingly out her tower window, she spotted a young man below upon horseback. This man was the first person she had seen other than her two guardsmen, and her governess. He too, saw her, and stopped her horse, and called out to her. The two exchanged words of friendship, and he vowed to return to her later, in a few days’ time. The guardsmen, and her governess did not learn of the encounter until a few days later when Azara accidentally informed her governess that she was expecting a visitor. To her dismay, the governess reacted in horror, and locked Azara inside her bedroom, preventing the girl from leaving the tower to meet with the mysterious young man.
Devastated at the idea of not being able to meet the young man that spoke so kindly to her, Azara wept with anger. However, near dusk, as she sat languidly gazing at the sunset, she heard the familiar sound of hoofbeats below. There upon, she spotted the handsome man that had exchanged such friendly words with her. She called out to him in excitement, and he asked to come upstairs, for he brought her a gift, and even some food with which to dine. Before she could tell him that the guardsmen would not let the man inside, they exited the tower, and smote the man from his horse. She cried out in terror, and while the governess tried to comfort her, she could not be consoled. Days turned into weeks, and weeks turned into months, and Azara would not leave her room. She did not understand as to why she had to remain inside the tower. Even at this point in time, Azara was not aware of her magickal capabilites, as she had never used them, due to the amulet she wore around her neck that suppressed the use of her powers.
Azara refused to eat, which worried the governess, so she had the guardsmen break down her door. When the door opened, they found that Azara had thrown aside her amulet, and found her barely alive. However, they underestimated her capabilites, and when they rushed her thin, malnourished frame. Azara rose from her chair in anger, and with a fiery blast, torched the governess, and the guardsmen to cinders. In despair from what she did, Azara leapt from the window at the tower, and plummeted to her death. Many months passed before her father rode out to the tower to discover the reason why he had not received any letters on the well-being of his daughter’s well-being. Upon arriving at the Grey Tower, he discovered her decaying corpse, and lamented for casting her aside instead of loving her like any other child. He carried her body up the stairs, and laid her upon her bed, and left her there. To this day, some say that when passing through the Grey Forest, many can spot a youthful woman dressed in white seated at the tower window. Many have tried to gain entry, but the doors were welded shut to prevent anyone from disturbing the tower.
Local foods
Sea Food (Shrimp, Fish {Flounder, Perch, Herring, Cod}, Lobster, Crab, Prawns. Often served with limes, or lemon, and flavoured with wild herbs, such as rosemary, mint, basil, and oregan.
Wild Boar Bacon (Wild Boars are a nuisance in Ralda, and to prevent them from destroying farmer’s fields, they are aggressively hunted, and the most prized part of the Boar, is the delicious, fatty, meat obtained from the belly. The bacon is prepared like most other, such as tamed pigs, but it is darker in color, and mixed with honey, and sugar for a sweeter taste, along with pepper for spice.)
Venison (Most people prefer not to eat their cattle unless they have to, as it can fetch a higher price at market if they fall on hard times. The abundance of deer in Ralda is significant, and much like the Wild Boar, are hunted aggressively to prevent the deer from eating their crops, especially if corn is grown. Almost every meal contains vension, from vension stew, to vension steaks, and even vension jerky.)
Customs
Throwing of the Fruit Festival
The residents in Ralda throw rotten fruit, and vegetables that are rotten, or spoilt, at one another at the end of summer. This event takes place throughout all of Ralda; though this is a treasured festival, and a much enjoyed tradition, it does lead to an average of five deaths per year. No one knows how this happens…
Clothes
Nobles
Men, and women alike in Ralda wear loose fitting garments, that are draped across their shoulders, much like togas, but more refined. Women are often seen wearing jeweled armbands, heavily detailed earrings, and countless rings, though most noble men forgo adorning their persons with jewelery, save for a necklace, or a ring. Leather sandals, or finely crafted boots are the preferred footwear for most nobles in Ralda.
Middle class
Those that live in the middle class can afford better clothes than their lesser counterparts, the peasants. They can afford simple jewelery, often cheap, and brittle in construction. It is more uncommon to see a middle-class citizen wearing more than three pieces of jewelery, for example: one ring, one necklace, or a pair of earrings. Leather jackets are commonly worn amongst the men, and the women dress in simple linen dresses, with plain patterns, or solid colors. The same applies for men with their cloth tunics, lacking of detailed embroidery in most cases.
Peasants
The peasant people in Telmarion are lucky to afford a basic sack-cloth tunic, or a gunny dress for the women. They are lucky if they can afford a pair of boots, if not, they forgo that, and wear linen footwraps, or leather sandals in the warmer months, or if they are poorer, they go without any footwear whatsoever. In the winter, they cover their heads with sack-cloth hoods, and hand-wraps for gloves.
Legends The Tale of the White Banshee
Long ago, in 1000 B.R., across the hilly landscape, to the mountains in the south-west, lies an ancient, stone fortress. This fortress, known to local’s in the area, was once called, Corshire Fortress. The fortress was built by the Corshire family, a once noble family, now long gone. For five generations, the Corshire’s lived without trouble in the fortress, until a man travelling through the countryside, called upon the nobles to rest inside. The Headmistress of Corshire Fortress, Lady Nadina, agreed. She was married to a powerful Lord, and was quite young herself, only being 23, in age. Upon allowing the passing traveller refuge in her fortress, the man revealed to her that he was a seer, and asked her if she wished to see her fate. Skeptical about whether the man was telling the truth, Nadina couldn’t suppress her curiosity. Relenting, the mysterious man sat her down at a stone table in her court yard, and proceeded to read the lines in her hand. He clucked his tongue disapprovingly. When she inquired what he saw, he simply stated, that he needed to consult his runes. Drawing out a curious, black, velvet pouch, the man drew out seven stones, each with ancient markings, those of which Lady Nadina had never witnessed. Again, he shook his head disapprovingly. Finally, he told her what he read in her future.
“You will bear seven children. Each of them will be cursed. And they will all die. You will lose your mind, and turn to madness.”
Upset at hearing his negative words, Lady Nadina cursed him with foul language, and had her guardsmen personally escort the man out of her fortress. Little did she know, she was already pregnant with her first child. For the next seven years, Lady Nadina bore a child every year. She paid no to heed to the seer’s words, and regarded them as folly. However, when her first child passed in a freak hunting accident, she began to grow apprehensive, and worried that the foretold prophecy might be coming true after all. In an attempt to protect her children, she assigned guardsmen to accompany them day and night. Yet, for the next seven years, each child passed away under strange circumstances. One child drowned in the river, another from a fencing accident, another from falling from a horse, and cracking their skull open. One-by-one, until her last child perished, Nadina slowly lost her sanity as she could not bear the pain of losing all of her children. Lastly, her husband, Lord Gustav, perished as well, from falling off the ramparts of their fortress, and plummeted to his death.
It is said, that when her last child died, from falling out of an open window, Nadina screamed for days on end. She banished all of her handmaidens, and even the guardsmen. How she managed to keep her voice, and continue her bouts of maddening screams, no one knows. They whispered that by shunning the seer from her fortress, Nadina was cursed. Others say that by letting in the seer, who, to many, was a dark mage in disguise, cursed her from the beginning. Days turned to weeks, and weeks to months, then months to years; yet, the screams of Lady Nadina could still be heard echoing across the landscape. When travellers pass by Corshire Fortress, many are overcome with fear, and grief. If one lingers long enough, as others have done in the past, they say they see a mysterious figure, dressed in white garments, floating along the rampart walls, or hovering in the now-broken windows. No one dares to trespass in the fortress, for fear of being cursed, like that of Lady Nadina. Many parents use this tale to warn their children of trusting individuals whom they do not know, others use it to warn them about the potential dangers of using magick, or falling victim to it.
Akki is a large island, imagine the size of Great Britain for example, with a temperate climate (mildly hot summers, and harsh winters). There are mountains, moorlands, peat bogs, freshwater rivers formed by the mountain streams; the forest trees in the mountains are coniferous, consisting of spruce, pines, and fir trees, while in the lowlands, there are plenty of deciduous trees such as oaks, birch, aspen, and maples. The animals that roam Akki vary greatly, as there are mountain goats, sheep, and the occasional wild boar. There are also, plenty of wild deer, albeit, they are smaller than those found elsewhere in Formaroth; even wild horses that have managed to escape their owners, and remain uncaptured, albeit, it is a rather small flock of horses that roam the wilderness. There are even packs of wolves that roam the country side, as well as red and grey foxes. Squirrels are common as well, and prefer to live in the lowland forest areas, some red squirrels live along the coastal area where finding food is rather easy.
Local Foods
Sea Food – Like other cities oriented on coastal areas, the presence of sea food in Akki, is almost their main source of meat. However, there is a popular dish, which is placing raw sea food items, into brined, saltwater, and serving it, either rolled in brown rice, bound with seaweed, or served with brown rice on the side. After eating the raw sea food, varying from fish, to crab, and lobster, or even eel, the people of Akki, cleanse their palettes with fresh ginger. This dish is often served along the coastal areas where seafood is abundant, and easy to catch.
Mountain Goat Stew – With what goats there are, the people of Akki have a special stew they serve only in the winter time. A gathering of local hunter’s head for the mountains, and proceed to hunt the mountain goats, or rams, that they can find. The meat is held in high esteem as it has a succulent, gamey flavor. In the stew, potatoes, onions, and carrots are added in. It is considered to be a hearty dish.
Spiced Fish and Fruit Soup – A sweet soup, that has cooked fish, such as tuna, salmon, trout, herring, or cod coated in spices, like cayenne pepper, lemon, salt, garlic, and ginger. Not only does the soup have fruit in it, varying from apples, pears, oranges, and even watermelon, the soup also has a large amount of vegetables in it including; cabbage, potatoes, tomatoes, onions, artichoke, and broccoli. It is served year around on the island, with seasonal fruits, and vegetables. As with seafood, this dish is commonly served along the coastal communities where the fish caught are fresh.
Apple-Pear Crème – This delectable desert is served on special holidays, or during festivals. It is made from mashed apples, and pears, with a cupful of milk (provided by goats, or from what little cows they do have on the island), and honey. It is brought to a boil, and then cooled. The people of Akki place this concoction inside a canvas wrapped jar, in a hole in the ground that they have dug, and cover it with rocks. After a week of being buried underground, they bring up the desert, and it is cold, even in the heat of the summer.
Customs
The Lantern Festival
The Lantern Festival takes place at the end of summer, and it commemorates anyone that has passed away. The people of Akki make tiny, wooden boats, and place a candle in the center, surrounded by thin parchment paper. The boats are then placed in the ocean’s waters, and set adrift. For miles around on the coastline, if one is lucky enough to visit Akki, they can see thousands of dancing lights, sailing out to sea.
Shaking Hands
It is a custom amongst the people of Akki, not to shake hands. In fact, it is seen as offensive to shake hands with someone from the island. They prefer to be embraced, and for close friends, they exchange kisses on the cheeks.
Clothes
Nobles
The nobles of Akki, are few and far between, even though the island is relatively large. Therefore, it is rather easy to determine a person’s social status on the island. Noblewomen wear festive, silk dresses. Their hair is always up, except in the privacy of their own homes with their friends, and families, their hair is adorned with pearls, and gold ornaments, some even possess luxurious gems such as sapphires, rubies, and emeralds. They do not wear necklaces, but prefer to wear earrings, and rings on their fingers. Noblewomen wear silk slippers, with wooden soles. As for their counterparts, noblemen, wear silk robes, and go without the adornments of jewelry, save for an insignia ring. Unlike the women, they shave their heads bald, save for a top-knot, or a single, braid. The noblemen prefer to wear round, black hats with tiny bells on top, these are known as bell-hats. They wear boots, or wooden sandals with a thong for the summer time. In the winter time, to keep the cold out, they wear leather gloves trimmed in fur, and cloaks of fur as well. As well, in the winter time, the noblemen, and women exchange their silken attire for those of heavy brocade, or velvet.
Middle Class The middle class citizens do not wear such luxuries as their noble counterparts. Women and men alike, wear cotton robes, with simple belts. They wear woven, rattan sandals on their feet in the summertime. Most women wear their hair in simple styles, or such as a bun, or a braid. Men grow their hair long, and often wear it in a braid as well, or in a top-knot. They do not wear much jewelry save for the occasional ring, or pair of earrings if they are merchants, or more well-off than their lower-class citizens, the peasants.
Peasants
The peasants of Akki, are poor indeed. For that, men wear tunics of coarse cotton with short breeches of the same material under the hot sun, and women sport dresses of canvas, in the summer time; they typically forgo foot-wear, as most work in the fields, or on fishing boats. However, when the cold comes about, they can be found wearing outfits made of hide, albeit, not as comely as the nobles, but it keeps them warm nonetheless. In the winter, the men wear hide boots, and the women choose moccasin-like footwear. They wrap their hands in canvas cloth to keep the cold out, and stuff their shoes full of sawdust, or dried grass clippings. The men forgo their coarsely made cotton clothes in exchange for sack-cloth tunics and trousers, makeshift cloaks of hide (often obtained from their own livestock). While the women still wear their sack-cloth dresses, the ones in winter are much longer, and are often layered.
Legends The Dryads of Wyantenock Forest
In the eras of time, when the people of Akki worshipped the Three Divine’s, Giphine, Hizreus, and Hystix, as willingly as they worship the Gods and Goddesses of Klebrithy now, there was a tale of the goddess Giphine. Before the rise of the church of Klebrithy, each of the Three Divine’s represented more natural ideologies than are portrayed in today’s time. Giphine represented fertility, and growth; Hizreus represented Blood-shed, Manhood, and War; Hystix represented the idea of freedom, from freedom to love anyone, and everyone, to freedom of choice, and the freedom to pursue happiness as one saw fit. On the island of Akki, the people of the bygone eras were fierce believers of the Three Divine’s, and created tales and legends centered around these deities. As such, one tale speaks of a dryad. The tale is as follows:
Long ago, in the era of purity, and innocence, in the forest of Wyantenock, there lived an old woman by the name of Ismenia the Witch. Many people journeyed across the island in seek of help for their illnesses, or other bodily problems. One day, a young man came to her, begging for help. She sat him down at her cottage table, and inquired as to what bothered him, for he did not seem sick. He told her that he had asked the father of his dearly beloved, for her hand in marriage. He revealed that her father had rejected him, for he was not fit to marry his daughter, and would not give him a bride-price. In this revelation, while the man suffered a broken heart, Ismenia also learned that the woman had been promised to another man after his proposal. She told the young man, that if he could bring the woman to her cottage, she could make her his forever, in a fortnight when the moon was full. Eager to do anything to be with his beloved, the young man went off to bring his beloved to the witch as promised.
Without fail, by the next full moon, he arrived at Ismenia’s cottage in the dark of night with his beloved, under the light of the full moon. She fed both lover’s a specially brewed potion, and ordered them to follow her into the depths of Wyantenock Forest. Madly in love, and happy to be together at last, the couple followed the elderly woman in the darkened depths of the forest with only the light of the moon to guide them. When she declared that they had arrived at the desired spot, she bade them to drink from a bubbling spring. They obeyed her without delay, and cupped their hands full of the water, drinking with a great thirst. Then, Ismenia instructed them to embrace a grand, oak tree, one of the oldest in the forest. After they had followed her instructions, she bid them to grasp one another’s hands, as she tied leather strips around them. They were unsuspecting in their love, and when Ismenia stepped away from the tree, she lifted her hands into the air, tipped her head back, and began to chant:
Come forth Lady Giphine! O’ Daughter of the Forest, Queen of the Land, The Bringer of Seasons ever-changing, and our Mother of Love! Come forth Lady Giphine! Unite these lovers’ bound, for all of eternity!
What the lovers did not realize, was that Ismenia had given them draughts of a deadly poison, one that made the drinker hallucinate before falling into madness. A great ball of white light appeared in the sky above, and descended into the forest, where it absorbed itself into the oak tree the lovers were bound too. It was then that the tree came alive. Terrified cries of the lovers filled the air as an unimaginable occurrence happened, the tree was sucking their bodies into its very core. Not before long, the man and the woman were swallowed alive by the tree completely. Ismenia took her leave for the night, and returned only when dawn had broken on the horizon. When Ismenia had returned at dawn, she smiled knowingly, as before her, she could see the forms of the lovers intertwined, embracing one another, their bodies now made of bark, their limbs the tree’s branches. She had given the lovers what their parents could not, a ceremony of love, to be bound forevermore. The invocation of Giphine had turned them into dryad’s, and for the centuries to come, those that wandered through the forest of Wyantenock, and came upon the dryad’s, they were greeted with an ever-changing scene by the bubbling brook, an eerie image of two lovers embracing, their arms entangled. Yet, if one were to journey to the spring under a full moon, they would see the tree move, and the lovers separate. In their tree form, they would sit by the spring holding hands. However, over time, the exact location of the tree, and the spring were lost. Many people of Akki will not journey into the forest after dark for fear of being eaten alive by the tree’s. Even more so, on a moonlit night, they can hear eerie voices singing through the trees, believed to belong to the paramour lovers, that were now dryad’s of the forest.
Located in the southern most region of Formaroth, Raeldar is a mountainous swath of land. With mild summers, harsh winters, and thick coniferous forests, filled with elk, bears, wild-cats, and the occasional badger, Raeldar is not an easy place to live. In the northern region of the kingdom, Raeldar has gentle rolling hills, and great forests that stretch for miles, with immense mountain ranges in the south. A majority of the civilians live in the northern area, as it is easier to raise crops, herd sheep, and build a house on flatter land. However, in the southern region of Raeldar, there are a numerous amount of civilians that live in remote villages with the foothills of the mountains. Such is a place that Aurelia Vyncetta was born and raised {current High Magister}. From the snow-capped mountains, crystalline rivers flow through deep ravines before making it out to sea. This is the only place in Formaroth where the rivers run north instead of south; the reason for this is due to the elevation of the mountains in the south, that the land going north is at a lower elevation. There are also pockets of lakes that yield a wide variety of fish.
Another thing to note about Raeldar is its archaic ways, and teachings. Most people in Formaroth would consider Raeldar to be very backwards in its thinking, as they tend to raise their people with traditional ways.
Local Foods
Roasted Pork Belly ~ A favorite dish served year round, or when pork is available, it is usually served with sauerkraut, and boiled potatoes.
Meat Cakes ~ These are rough, large cakes of ground beef, seasoned onion, garlic, and salt.
Baked Duck ~ A duck is placed in a fire brick oven, inside a cast-iron dish. The duck is seasoned with the atypical seasonings, such as onion, garlic, and salt, but also includes, thyme, and dill. Potatoes, onions and cabbage are cooked in the dish as well. This meal is normally accompanied with freshly baked bread, such as rye bread.
Fish ~ Either smoked, or fried, fish is very popular to eat as it is readily abundant. With many choices to choose from, a few favorite choices are those of salmon, pike, perch, and herring. It is normally served with lemons, which are harvested in the summer time before the frost comes. Pepper is a favorite seasoning to have on smoked fish as well.
Mead ~ Raeldar is known worldly for their mead. They have many different types of mead, some spiced, some with a fruity flavor, these meads are typically high in alcohol content, and will put anyone under a table if they are not a heavy drinker, or an alcoholic.
Customs
Midsummer Festival ~ Starting on the Summer Solstice, a day of festivities lasts until the following sunrise. The day consists of mead drinking contests, dancing that last throughout the day and well into the night (much like Valentine’s Day, this is the time when unmarried men, and women come together to dance in hopes of finding a partner.), children often dance around a large pole erected in the center of the festival, with ribbons fastened to the top. At the end of the night, there is a large bonfire to commemorate the end of midsummer. Everyone present stays around the bonfire until it dies out, and remains until the sun rises. They often toss items into the bonfire to bring them good luck, such as love letters, coins to bring good fortune, a cupful of blood from a particular livestock (such as pig, cow, sheep, oxen, etc.) to bring more births into the year; farmers often save a portion of last year’s harvest to toss into the fire to bring about a plentiful harvest.
The Great Hunt ~ Every month, a group of noblemen, and commoners gather in various towns, and villages to set out on a weeklong hunt. Their purpose is to find the finest specimen, be it deer, elk, or bear. At the end of the week, the hunters come back to town, where special game wardens await the return of the hunters, and they record information pertaining to size, height, weight, species, bodily measurements, gender, and the rarity of such a find. When the information has been collected, the game wardens assess the kills, and give out a large sum of money to the victor.
Sauna Bathing ~ For those that live in Raeldar, during the cold winter months, the people bathe in sweat lodges, built next to a water source. As it would seem odd to other people of Formaroth, the citizens of Raeldar bathe together, even with strangers. When they are finished soaking in the sweat lodges, they run outside and jump into cool springs, lakes or rivers. If someone is invited to join another person in a sauna, it is seen as impolite to decline their offer, and considered offensive and rude.
Clothes
Nobles
As always with the nobles of any kingdom in Formaroth, the noble class are richly dressed in comparison with the lower classes. Here, men keep their hair kept short, to the jawline, or cropped like a Caesarean cut, as they see long, loose hair, to be dirty and grounds for lice infestations. Men of the upper class dress in doublets, or leather jerkins. In the warmer months, they trade in their winter leather trousers for hose. The men of noble family’s wear necklaces bearing the male head-of-house insignia, along with eloquently designed signet rings. Men prefer to wear tall leather boots year round, for not only is it fashionable, it is relatively comfortable, and it is easy to distinguish them from the lower classes. The women on the other hand, while equally dressed in high quality fabrics, differentiate from the lower-classes as well. They wear their hair in ringlets, loose curls, or hairstyles where their hair is piled high upon their head in intricate braids, plaits, or covered with jeweled, or pearled coifs. Women often wear elaborate dresses consisting of silk shifts, a cotton dress, tight bodices with a corset to hold it in place, and a fashionable, patterned surcoat. They wear silk hosiery under their dresses, with silken slippers too match. Most women do not venture far outside of their abodes for they are busy with learning how to better domesticate their homes for a possible suitor, although this is not limited to these skills, as the more liberal women take it upon themselves to further education in different areas. During the winter months, men and women alike wear heavier clothes made of the finest quality of wool to be found in Raeldar. It is often as well, that they wear fur cloaks, the preferred choice of fur varies from family to family, but the popular choices are bear, elk, deer, and the occasional, wolf or fox (though these are often more than one piece sewn together due to their smaller size.).
Middle-Class
For the somewhat better off in Raeldar, they are able to afford higher quality wool in the winter time, and during the summer time, they wear clothes made of fine cotton. As with all of the middle-class throughout Formaroth, they can be found wearing the occasional piece of jewelry, such as a copper ring, or corded pendant. Their style of dress is relatively similar to the peasant folk, but of course the sole difference between these two classes, is the higher quality of fabrics used in their clothes. Men still wear their hair long and free, although some choose to keep it tied back with a leather cord. The women wear their hair in more elaborate braids and plaits, with occasional bonnet, scarf or some type of headdress worn for the married women.
Peasants
The peasant folk of Raeldar dress in simple, wool clothes. Most families in Raeldar own sheep, as it is an essential commodity for providing clothes, and blankets during the chill of the cold winter months. Men wear long tunics that fall to their knees, and women wear simple dresses with aprons over them. They were simple leather shoes. In the winter-time, clothing is typically the same, although they dress in layers. The women are particularly good at knitting, and provide their household with thick mittens to keep out the cold air. Also, during the winter, the men and women switch to leather boots stuff with sawdust, or shorn wool to keep their feet from freezing, along with thick wool cloaks to keep out the fierce, biting wind. Most men wear their hair long and loose, while the women keep their hair up in braids.
Legends
The Hunter and The Wolf
Many people in Raeldar are hunters by nature, on one such occasion, during the early eras of Formaroth, a strange occurene happened to a man by the name of Hemli. He was a hermit, and lived deep in the coniferous forests before the mountain foothills. The locals knew of him, though many avoided him, for they felt he was a strange man; this was not the case. His wife, and son had passed away from hayfever when Hemli first married her years ago. He spent his time ever since, wandering the deep pine forests. One day, in the woods, Hemli came across a curious scene. Before him, caught in a trap, lay an injured wolf. The creature was splendid, with a brilliant coat of white fur, and vivid, golden eyes. It lifted its head, and uttered a soft whimper. Hemli could not bear to see the wolf die in the iron bear-trap, and without thinking, freed the wolf. Struggling to its feet, the wolf could not make an escape, and collapsed exhausted on the ground. Approaching with care, Hemli lifted the wolf off the ground, as it offered no sign of struggle, and carried it back to his cabin.
For two weeks, Hemli cared for the white wolf. Its paw was mangled from the teeth of the trap, and left a horrible gash, along with a broken bone. To prevent infection, Hemli used a poultice to heal the wound, and prepared clean bandages every morning, and night. When the wound had healed over, the bone remained broken. There, Hemli fixed a wooden splint for the wolf, who had curiously let him tend to his wounds without fuss. Throughout the nights that the wolf remained in his cabin, Hemli would leave every mid-morning to go for a hunt, catching grouse, squirrel or rabbit. When he returned, he would prepare a meal for the wolf to eat, which the creature ate readily. When the time came to return the wolf to the forest, Hemli carried the beautiful creature back to the spot where he had found it, unsure of where its den lay. As he set the wolf down, and turned to go, the wolf gave a short bark, drawing his attention back to him.
“Dear Hunter, you have cared for me like your own child.” The wolf spoke. Hemli was equally surprised to learn that the wolf could speak at all, and stared with his mouth agape.
“Fear not, for I am the Guardian of the Forest. I presented myself to you, in hopes of seeing if you would pass a test, and pass it you did. You have shown me great care while I was injured, like I was one of your own. I have known you for a long time, Hemli. I know of your sadness, for I hear it in your footsteps wherever you walk through my forest. I wish to offer you a gift of your choosing, whatever it is, I will grant it.” Hemli dropped to his knees, overwhelmed that the wolf was the guardian of the forest, and even more so that the wolf wanted to reward him for his kind behavior. He cast his eyes before him, upon the decaying leaves of the forest floor. He could have anything he wanted, wealth, fame, a woman to love, anything his heart desired. Lifting his head to look into the gold eyes of the wolf, Hemli gave one answer.
“I wish for immortality.”
“Then so be it.” The wolf approached the fallen man, and placed his paws upon his bent knees, there the wolf touched his muzzle to Hemli’s forehead. A mist encompassed the two of them, before the wolf stepped away, and sat on its haunches.
“I have combined my soul with yours. Together, we are bound for all of eternity. I am bound to this land, and you may not leave here ever again, to travel to distant places. You can only die, if I die, Hemli. You, and I are the guardians of this forest now, we shall walk together for years to come, and you shall never be alone anymore.”
A Land Reforged
Mercy, Capital of Alenius Mercy is a larger castle city extending down the forested hillsides, and towards the coastline. The metropolis is protected by a series of walls, having been built hundreds of years in advance of each other. Many of the internal walls have suffered greatly from time, and dragon alike, but instead of being left with gaping holes, new work has done on them regularly to repair them to their original glory. The city is divided into a few different districts dominated by the way ruling dynasties have prioritized them. Very few buildings peek out over the menacing walls, with the outermost one being the thickest, and the newest. Much water runs through these walls with aqueducts built-in beneath the top layers to provide water to the extensively wide population that drain into cisterns beneath the ground, and flow out to the sea.
However, one thing that does stand out is an alarming number of towers. Thicker, tougher towers that are a bit stout, and have great width mark the cityscape. These structures are continuously being maintained. The areas central river snakes around the inner sections of the urban environment, and is reinforced with large canal walls, having been built up with short wooden palisades in the event of an incursion. These tend to have rectangular holes sparingly cut into them. The bridges are reinforced with more metallic gilded plates on top of stone to create fire-resistant architectural integrity.
Despite being separated by districts, and walls of varying quality and age, the city retains its low architecture with a profuse stucco-like design that focuses on low columns, and railings bordering everything. The rooftops are inaccessible due to the peaking, and terracotta tiles of years past marking them, and in lower class areas, are known to be a rather frequent cause of death. However, wood was not a readily available building type contrary to the surrounding landscape, simply due to the frequent dragon attacks in the past, though after the Blackwell Dragon War, the forests around the keep have been cleared to make expansive fields around the keep, and to use wood more liberally as a resource within the keep and lands.
That being said, however, there are many city streets which do retain signature scorch marks from prior battles. The worst scar on the city perhaps would be the main avenue, where many market vendors, and traders move to streamline their mercantile processes, but end up being the primary target for attacks. However in past generations, the city has undergone construction of safe rooms, and subterranean tunnels which are used as checkpoints intermittently, and have gone through fortifications and expansions by the Blackwells when they assumed control of the keep.
The castle itself is magnificently appointed on the zenith of the hillside, having itself another wall around it, but with taller towers more closely placed together to create a fence-like atmosphere on the approach. The castle is wide and spread across the hilltop, like an acropolis, with the main keep being at the highest point but only a few stories tall with large spires, and spikes on the rooftop. Several gardens and atriums are sprinkled around, with the atriums doubling as a defensive front with iron lattice work overtop to allow shots through. Regardless of the lack of extreme height or roof peaking, the fortress has a number of buttresses supporting the outer walls. The buttresses have layered color schemes, and the entire estate tends to lean towards red and orange hues, being the colors of the family crest. The many archways show vaulted ceilings, and the railings are more often metal than they are wooden and have solid, opaque shutters that fold around the columns, and can be unlocked in case of attack. A series of cheiro ballistas, and onagers mark the castle grounds and roof, most seeming to have been repaired, and refurbished recently, if not built not too long ago.
[Credit for description goes to an associate of mine off-guild, for he has a mind for architecture that I do not]
Local Dishes The cuisine and dishes of Alenius are of a spartan nature, its people having little room for experimentation in the past due to the cruelty of their lords, and the infestation of dragons rending their agricultural life moot, and food a scarcity - so the people of Alenius made the most of very little, and rather than elaborate or extravagant dishes the people have developed efficient and simple meals.
After the Blackwell family was placed in power, and agriculture was allowed to flourish, however, many exotic meals surfaced from the land's rich soils, primarily in the form of herbs and spice.
Dragon's Spit This is an incredibly spicy dish that resembles a gruel, and is almost a point of pride for drunkards in taverns everywhere, who challenge others to the consumption of the dish. Its intense spice aside, the dish is an amalgamation of many spices and herbs that come from the land, though its primary contents are a simple blend of grains that become enriched by the spices. A fulfilling and challenging dish.
Spite It is a particularly potent ale from the region. The ale is served steaming hot rather than cold, and is actually a rather bland drink once the heat dies away from it. Crafted from a blend of herbs and spices, the drink smothers the thick alcohol used to brew it under a strong spicy musk, which leaves a bitter taste in the mouth, not unlike chewing tobacco, once the fiery sweetness of the spice fades. Usually the consumer is too drunk to notice or care about the aftertaste, and drink it in spite of the aftertaste itself.
Hot Dish This dish is, perhaps, one of the only cultural aspects of Alenius that has persisted through the Blackwell reconstruction period. Hot Dish is a simple, fast to make, and fulfilling meal consisting of jerked meats being packed tightly in a bundle with hardtack breads and a tightly-wound bundle of herbs. The dish was made popular by refugees from the dragon-infested lands in the south, who when seeking asylum would often be supplied with these things and ended up grouping them together into an oddly satisfying meal. It would seem that generations of survivors and travellers have made Hot Dish a favorite of those travelling Alenius for its ease of transport and fulfilling nature, despite its minimalism.
Any other meals are rather standard.
Customs
The people of Alenius have a handful of customs born of the circumstances of their land, and naturally these events revolve around the tyranny of House Willow, the dragons formerly plaguing their lands, and the rise of the Blackwells.
The Fall of Willow
Nearing the end of winter, groups of men and children often get together to re-enact the complete, and utter destruction of the Willow military, and the routing of the House in comical, and often times, exaggerated ways. It seems to bring them good cheer to mock their prior tyrants.
The Dance of Dragons... and other marriage rites
This is one of the queer customs that survived the Blackwell reconstruction of Alenius, and it's a tradition that exists through the rites of marriage. Those getting married within Alenius' lands are married within a ring of fire, which separates the groom and bride from those observing the marriage until the ceremony is complete. Those with weak constitutions might very well faint from the heat or water deprivation, but it isn't seen as an ill omen for this to happen, and the ceremony does not last very long, meaning this occurs incredibly infrequently.
The marriage ceremony, and the marriage celebration are very separate for this very reason, and following the marriage ceremony is a period of revelry - often in the form of 'rehydration' through 'excess alcohol consumption'.
Competition
Competition is a large part of Alenius society following the Blackwell reconstruction of Alenius - as rather than blood or status dictating socio-economic position, the Blackwell's value merit.
The repercussions and benefits of this competitive spirit the Blackwell's have instilled are far reaching, and numerous, and depicting them would be redundant in usefulness and wasteful of time.
Fighting Rings
In a land where fields were destitute, and coin scarce from the sapping grip of a tyrannical house, the peasants had little to entertain themselves with - thus the people of Alenius soon found entertainment in the gritty joy that is the sand pit.
Circuits of fighting rings formed all through Alenius' lands, entertainment for those with nothing better to do originally, but after the Blackwell reconstruction coin began to flow through the land once more, debt was conquered, and gambling on these fights became a popular pass-time.
There are other minor customs that marr Alenius and give it its queer, unique, air, though they do not merit description.
Clothes
The clothes of the people of Alenius are simple, and focus on function rather than form on all levels save the higher nobility of the land, and even then the Blackwell family's value of simplicity and effectiveness has skewed the upper echelon of nobility into favoring simplistic elegance rather than complex clothing. Colors are used more heavily than fanciful materials, though those who can afford softer silks and more comfortable clothes than the rough-hewn stuff of peasants certainly do enjoy that luxury.
Legends
The Tale of Edward Fire-Heart
The Tale of Edward Fire-Heart is a children's tale, a rather popular one at that, that quite possibly explains why so many people of Alenius stayed rather than fled in the years that dragons inhabited the lands.
The tale of Edward depicts a man who owned a farm who travelled into the mountains after his home was burnt down by dragons. He had lost his wife and son in the fire and had nothing left to his name save the clothes on his back and a longsword of Dwarven Steel he had from years in service to the noble house of the time.
When he arrived in the mountains, the story says that he spent years searching them and trying to find where the dragons laid their eggs or kept their young, or even where they slept so he could slay them in the spirit of revenge for his family. He survived by scavenging the scraps the dragons themselves ate, and every so often he'd glimpse one of his formidable foes in the sky, and rave at them madly.
However, one day, many years after he entered the mountains, he did discover the nest of a dragon, and when he approached it he grew mad with wrath, and butchered the dragon's young and eggs. The dragon whose nest he had sacked returned shortly after he had concluded his foul deed, and a great battle ensued between the two - a father who lost everything, and the great beast he had scorned.
Edward overcame the beast after a battle that raged a week in length, but after his rage subsided, and he laid down to rest, his heart stopped, and he lay still forevermore in the very cave the battle originated.
It is said that other dragons returned, and melted the very stone of the cavern, and buried Edward Fire-Heart's body inside, with the corpses of the dragons he slew.
While the tale is grim, and lacking in fantasy, it made many children spiteful of the dragons, and later lead to the high quantity of would-be dragonslayers that the Blackwell's later drew from in their Dragon War.
The Warrior Poetess Alyssandra Heart was said to have lived hundreds of years ago, and to have been one of those who sought to escape the dragons when they first became a problem in the land. Her poems, and epics are the most noteworthy writings to come from Alenius, and they are a matter of pride for the people of the land. Alyssandra Heart's existence is doubted by some, who claim her being to be fictitious and fabricated to hide the real author's identity, but regardless of this fact Alyssandra Heart's name and writings are renowned for their fantastic nature.
Alyssandra is said to have died in combat with bandits who assailed her in her travels, though no report of her death can be found officially
The Grand Adventure of Narmora Stone
This is an epic of Alenius culture, and is a fantastic myth written by the most famous writer to come from Alenius; Alyssandra Heart. This is considered by many to be her magnum opus, and to be the epitome of poetic content across all of Formaroth. Of course, this could be bias from those born in Alenius itself.
Many believe the epic to be an auto-biography of the woman, though others dispute it as pure fantasy, but regardless it is a harrowing tale of morality and ethics.
The poem begins by describing a woman who is aboard a great ship, sailing away from Formaroth and to the Elvish lands. She was a warrior, fleeing the dragons terrorizing her home in search of wealth and glory so that she might return home one day and save her family and kingdom from the dragons' wrath.
However a storm struck the sailing ship, and soon the ship was splintered by the power of the tempest and the woman was left floating the sea on debris. She is said to have drifted for several days, before a great swell suddenly erupted from the sea and threatened to throw her weak body into its depths. She clung to her life-saving flotsam however, and soon is depicted to be face-to-face with the massive form of a Kraken.
Alyssandra's poem depicts a Kraken as a Massive shelled creature, with great tendrils bearing power and muscle. Its great beak could rend the sea, man, woman, ship, sword, knight, castle, and the sky itself into nothingness, and that its cry threatened to send the very soul itself from Narmora's soaking body.
The kraken, however, did not even seem to notice Narmora floating there, and instead seemed to be in great pain from wounds it had suffered. As Narmora marvelled at the creature, she suddenly realized her danger had not passed - as a second swelling once more threatened to capsize her.
A second Kraken had risen violently from the ocean, and plunged its massive beak into the body of the first kraken Narmora had witnessed - the two great beasts were doing battle!
Their throes, and thrashes created such powerful swells, and waves that Narmora was sent rapidly across the surface of the ocean, and was carried far through the night at such rapid speeds she nearly lost grip to her life-saving flotsam on numerous occasions.
However, she soon saw light in the distance, and within a few moments she was thrown ashore near a campfire by the waves that carried her.
She fell limp then, and all was dark.
She awoke much later, inside, dry, and with warm clothes. Her spear, a weapon of legend amongst the people of Alenius known as 'Fate' was missing however, and she sensed in her bones she was not home.
And indeed, she was not, instead she was in the Elvish Imperium- the very place she had set out to reach, in the hands of a friendly mercenary group. She was lacking her spear, but soon she recovered and set out with this new mercenary group with a loaned lance, and she rode with them for several years through the queer lands.
The poem then spends considerably time describing her adventures with this mercenary company, and the great battles she got in, and the numerous fantastic misadventures she took part in- including the riding of a unicorn, the discovery of a dwarvish city, the murder of an Elvish prince, the forging of a Dwarven blade, and the rediscovery of her beloved spear 'Fate'.
With 'Fate' rediscovered, she took to the sea once more- and on her travels back to Alenius the sea once more held peril for her, though with her spear in hand and a song in her throat the woman slew the kraken that rose from the deep and threatened their passage home.
When she returned home, it is said she took her mercenary company south to combat the dragons and never returned.
Many still whisper that, perhaps, the legendary spear 'Fate' is lost in the mountains, and that it can be found by those who search hard enough for Narmora Stone's grave-site.
Here be a list of the most talented swordsmen, and swordswomen in Formaroth.
Tier 1Surpasses what is generally humanely possible to obtain. Giles Blackwell
Bearnard Sutharlan
Claus Rotstein
Erock Greensworth
Alice Rallar Formally
Tier 2Approaching the peak of human talent, few are their equals. Generally people recognize these character's overwhelming skill. Beatrice Blackwell Deceased
Cormag Sutharlan
Evennis
Nizaar Azzam
Tier 3Are masters among experts. Sitting at the top of their game. Anna Sutharlan
Aureus Wulfrick
Ulf
Mylla Staghain
Tier 4 - A true professional. Beyond simply being competent, they bring something to table that the rest don't have. Commander Elduin
Serala Lanistark
Maror Lanistark
Eclipse Kornova Unknown
Tier 5 - People who have proved their talent and are far more talented than most. However they tend to struggle against higher ranks. Lycaon Issorat
Andris Mandarass
Alex Nacsel
Helen Bludvist
Ramfrey Hansard
Godwyn Mazeltof Deceased
Percival del Valles
Daeron Humber Deceased
Here be a list of the most talented Mages on a more general basis.
Tier 1 - Surpasses what is generally humanely possible to obtain.
Zilak - Undead King
Kolvar Moorlas - Imperium Arch Sorcerer
High Magister Ascelina - Head of the Mage's Circle
High Magister Rolandus - Second-in-Command of the Mage's Circle
Tier 2 - Approaching the peak of human talent, few are their equals. Generally people recognize these character's overwhelming skill.
High Magister Bathia - Grand Mage of the Mage's Circle
High Magister Joseph - Grand Mage of the Mage's Circle
Keya Mirel - Sorceress of the imperium
High Magister Federic - Head Mage of the Alchemist Guild
Mother Ashwood of Akki - Head of the Hystix Cult
Tier 3 - Are masters among experts, sitting at the top of their game.
Drevala Blackwell - Daughter of Giles Blackwell
High Magister Barden - Head Battle-Mage of Glarmion
High Magister Aurelia - High Council Member Deceased
Tier 4 - A true professional. Beyond simply being competent, they bring something to table that the rest don't have.
Jain Surya - Of House Ifreet
Arthur Zerrikan - Grand Tidemaster
Magister Lanaya Dionisa (with gem) - High Council's Magisterial Adviser
High Magister Alice Budwin - Head Researcher of Cawanor
Sadatake Kanna - Princess of Akaiba
Lady Grim - Head of Grim company
Balthar Imazz - Steel fist battlemage
Tier 5 - People who have proved their talent, and are far more talented than most. However they tend to struggle against higher ranks.
Arianna Zerrikan - Tide Master of the Summer Isles
Magister Sagard - Head Battle-Mage of Nyhem
Orvel Forrin - Steel fist restoration expert
Cinereo Lupus - Story Teller
Here be a list of the most talented Mages based on their combat skill
Tier 1 - Surpasses what is generally humanely possible to obtain.
Zilak - Undead King
Kolvar Moorlas - Imperium Arch Sorcerer
High Magister Rolandus - Second-in-Command of the Mage's Circle
Tier 2 - Approaching the peak of human talent, few are their equals. Generally people recognize these character's overwhelming skill.
High Magister Ascelina - Head of the Mage's Circle
High Magister Bathia - Grand Mage of the Mage's Circle
High Magister Barden - Head Battle-Mage of Glarmion
Keya Mirel - Sorceress of the imperium
Tier 3 - Are masters among experts, sitting at the top of their game.
Mother Ashwood of Akki - Head of the Hystix Cult
High Magister Joseph - Grand Mage of the Mage's Circle
Drevala Blackwell - Daughter of Giles Blackwell
Tier 4 - A true professional. Beyond simply being competent, they bring something to table that the rest don't have.
Magister Sagard - Head Battle-Mage of Nyhem
Jain Surya - Of House Ifreet
Arthur Zerrikan - Grand Tidemaster
Lady Grim - Head of Grim company
Tier 5 - People who have proved their talent, and are far more talented than most. However they tend to struggle against higher ranks.
Magister Lanaya Dionisa (with gem) - High Council's Magisterial Adviser
Arianna Zerrikan - Tide Master of the Summer Isles
The religion that is commonly practiced throughout all of Formaroth is known as the Church of Klebrithy. It holds a pantheon of eight accepted gods and goddesses.
Jykher - God of Life Othys - Goddess of Love Leplo - God of Mercy Sisneas - Goddess of the Afterlife Erena - Goddess of Magic Xopius - God of the Sea Timtos - God of Battle Nidanke - Goddess of the Land **Giphine - Goddess of Greed (not worshipped in the Grand Temple, due to spiritual corruption) **Hizreus - God of Violence (not worshipped in the Grand Temple, due to spiritual corruption)
**Hystix - Devil of Evil (Not worshipped in the Grand Temple, due to spiritual corruption)
The Church of Klebrithy teaches its followers to adhere to the ways of the Gods and Goddesses, and to avoid the temptation of Hystix and the corruption of Giphine and Hizreus.
In any temple in Formaroth, a Church of Klebrithy will contain eight centerpieces for each god and goddess, so that any citizen may pray to any god or goddess of their choice, should they choose to invoke the divine aid needed.
On a typical day of service, the priests within light candles for all eight deities, and cense the entire temple with holy incense to allow the deities spirits to enter the temple. Many priests promote the ways of Jykher, Leplo, and of Sisneas. They express the value of life, the meaning of showing mercy to those less fortunate, and the promise of an Afterlife through the Goddess.
There are temples dedicated to the Gods and Goddesses of Klebrithy, which originates from ancient times. A monk named Klebrithy was burned at the stake in the early eras for blasphemy, as Formaroth held different beliefs at that time, beliefs that were centered around Giphine, Hizreus, and Hystix. Upon his death, he became a martyr, and a following formed soon after, which led to the religion that is known today throughout Formaroth. At one point in time, in the early eras of Formaroth, before recorded history, Giphine, Hizreus, and Hystix represented different ideals. Giphine represented fertility, and growth. Hizreus portrayed the image of War, and Bloodshed for manhood. Lastly, Hystix held the belief of freedom, from freedom of choice, to the freedom to live one’s life as they see fit, and the belief that no man or woman should be subjected to the governing of oppressive individuals.
During the reign of the Remonnet's, they forced the religion of Klebrithy upon the people in all kingdoms. It is now the most common practiced religion in all of Formaroth. They burned any temples that differentiated from the practices of Klebrithy, and re-built new temples in its wake.
In present times, these deities are banned from the Church of Klebrithy, and any worship of the three were grounds for imprisonment or burning at the stake. Mages who use dark magic consult with these deities to aid in their spells and rituals, one of the reasons why dark magic is banned from Formaroth.
The sole difference between a Grand Cleric, and a High Priest, is that of gender. A Grand Cleric is a woman, whereas a High Priest is a man.
Other religions exist as well, namely cults and other types of paganistic styled worship.
The Elves have their own religion, but most people in Formaroth have no idea what it is exactly they worship, as they do not hold strong trading ties with Beilokias.