Varian Sigmund Age: 27 Gender: Male Nationality: Highmen (Miraaheim)
Appearance: Many of the people of Miraheim have an established reputation for their appearance. Varian’s appearance doesn’t trail too far from the conception of a typical Highman. Like many of the people of the north, he has an imposing stature, standing at a height of 6 ft 4 in, or about 1.93 m. He has fairly pale skin, mostly due to the underexposure of being in the sun, which is rarely seen around Miraheim. His body is well-proportioned. He is not overly muscled, but rather well-toned, neither being too skinny nor too large. He does however, have fairly long legs due to high length, allowing him to make long strides, especially useful in combat, making him not only quite large, but also exceptionally agile for his height.
Varian is usually found with a small beard, a bit different than that of normal people of Miraaheim, who sport rather large beards. Varian dislikes the look, and prefers a smaller, kept one. His skin is generally rough, with a set of three distinct scars going in a line across his cheek, many of which believe he has received from an encounter with a wolf, but Varian would never be the one to tell if that is really the case. His eyes are brown and his gaze appears as if he is always in a foul mood. However, that is just his normal gaze. Varian has relatively long, shoulder-length light-brown hair, which has been slightly combed back, but also chopped a bit to the side, giving him, as he would say, a perfect look for a mercenary.
Varian’s clothing isn’t exactly traditional, but combines a bit of his cultural background into it. He is found wearing a sleeveless grey leather vest. Around his vest is a baldric which extends across his chest and over his right shoulder, which is used to holster his two hand axes on his back, which are prominently displayed in an ‘X’ shape on his back. On his right shoulder attached to the baldric is a mass of grayish-white fur believed to originally be from a wolf, perhaps the same one that gave him the scars on his cheek, but again, Varian would never say. Varian also has a belt fitted tightly across his waist, and below that a pair of black pants of common fabric of the time. He wears boots, which are grey in color and reach just above his ankles.
Personality: Despite his appearance, Varian tends to somewhat break the norm of how most people view the average Highman, at least, to an extent. Where most Highmen are loud and rash, many will find that Varian is composed and a bit quiet. At least, compared to the average Highman. When in a group of familiar people, or people he feels more comfortable around, he would usually become more talkative. He does not wish to do so in front of people he is unfamiliar with, especially clients. However, when he does talk, many might notice his rather dark sense of humor. He often finds humorous that which others might believe to be sinister. He would more likely be the one to laugh at other’s pain and misery, especially if the circumstance of it is ironic, far-fetched, or unusual. With that is added a second dimension of Varian being slightly critical of others, and rather unsympathetic of their troubles, unless they are clients, in which case he is very sympathetic, especially if the compensation is good. This is to say that Varian may be a bit cold, but he is also practical and smart about it. He knows when he should and shouldn’t say certain things, especially if the consequences be the removal of his head. His true feelings, beliefs, and personality would never reveal themselves to anyone but close friends, and because of the very nature of his work, he has few of those.
Although he has mostly attempts o break away from the traditions of his forefathers, Varian finds himself instilled with a few values from his homeland. He is not religious, but still finds comfort in the words and sayings of the ancient tongue in Miraheim, almost treating it as good luck charms. Although he has long strayed from the Highmen tradition of honor and family, some of those views still continue to work its way through his mercenary work, mostly having to do with family. Although he has long since lost any conventional family, he almost treats his mercenary group like an extended family. As their leader, it can almost be said that he could be seen as a head of a family, and as such, it is his job to keep the rest of his family safe, both with conventional and alternative methods.
History: Varian was born in the southern part of Miraheim, in a village called Renvall. He came from a long line of Highmen who defended the Maerrun in the province there. His father is the latest to have taken up the guard of the Maerr, his mother dying in childbirth. It was expected of Varian to one day grow up to become the next guard of the Maerr, and continue the tradition the family held. However, Varian realized even as a child that the life of servitude was not for him. In his opinion, why should he have to pledge himself to someone without getting something in return? The concepts of honor and tradition alluded Varian, even as a small boy. His father would reprimand him in the hopes that he would eventually accept that this was his ordained purpose, but Varian never could say that he did.
However, as he became an adolescent, he was taught in the ways of combat. This part of Miraheim tradition was one he cherished. It was taught in Miraheim that a man who could not fight was not a man at all. Varian learned early on that there was wisdom to these words. But Miraheim weren’t particular in terms of what weapons can be used. Varian wasn’t particularly fond of the large, single axe that had become common in Miraheim’s culture. He preferred to be more agile and moveable in combat. In the end, he chose as his preferred weapon choice a set of hand axes. This allowed him to keep within the tradition of the axe, while still maintaining his agility. Varian learned early on in his life that he had a talent for combat, and very much enjoyed it.
As he grew and became a young man, an event happened in his life that altered his fate. Being from Southern Miraheim, the villages to the south were prone to attacks from orcs and other foul creatures of the mountains. One night, orcs came down from the mountain and attacked the village. Varian’s father was among the men who defended the village, but by day’s end, he was murdered. In a single night, Varian’s life was changed completely. His father had left him everything. His property, his land, his money. Varian found himself for the next few weeks struggling to decide what he was to do. Although he had never wanted to before, he expected he would have to grow up to become a guard of the Maerr. That was his destiny. But that was the destiny his father had laid out for him. Now that he was gone, there was nothing truly keeping him there. So on a whim, one day, Varian packed a few of his belongings, and left Renvall, never to return.
For a while, Varian wandered. It would be an understatement to say that he was ill-prepared for the travels of life in the wild of Miraheim. From the cold, harsh winter to the beasts that roam the country, Varian found himself realizing something crucial: He was taught how to fight, but not how to survive. His was supposed to be the life of servitude in a grand hall of a Maerr, not roaming the wilds. The day came when a large grey wolf had approached him, seeing Varian as his next meal. Although Varian didn’t know it that day, the wolf would be his test to see if he could truly learn to survive. A battle occurred, Varian’s steel matching against the wolf’s fangs and claws. Varian triumphed in a grueling contest, but not before the beast left a permanent mark on his face. He skinned the wolf for his pelt, and wore it with him ever since.
In the following town he visited after the event, he had heard about a merchant who needed passage between towns, and that he would pay anyone willing to accompany him as a guard. Varian heard, and decided to apply right away. It was his first true job as a mercenary. The first of many. His cargo had apparently been threatened by a bandit the day before, and the merchant expected an attack while on the road, which evidently did happen. The bandits came in a trio, but as Varian soon found out, were both quite slow and extremely ill-trained. Varian took care of them fairly easily, and lead the merchant to his destination. It seemed that Varian had finally found his calling.
Varian traveled all across Miraheim for mercenary work. Because of the adaptation to the weather, Varian removed a part of the wolf pelt off of his back, but kept a piece of it embedded on his shoulder, as a constant reminder to him of the day he considers he became a man, a tale he will probably never tell to anyone.
Weapon Preference: A set of hand axes. Varian prefers to move agile through combat, and instead of choosing a single larger axe as his standard weapon, chose two smaller ones which he uses to hash, slash, and bash opponents. Varian constantly maintains the sharpness and quality of the axes, although a chip could be seen on one of them.
This RP takes place on the fictional, made up continent of Karula, based on the region of Tellius in Fire Emblem: Path of Radiance and Radiant Dawn. The RP will not feature any of the characters from those series, and will feature its own story. Unlike in the Fire Emblem games, this RP will still play out as a story. Fights won’t be turn-based. However, a players stats and battle mechanics will still be an active part of the RP, in that stats advantages and the like will still be considered in each fight. Yet the main purpose of this RP is still the story.
Long ago, there was one goddess, Ashunera, the Dawn Goddess. She was all alone in a world growing up around her, since she was one of a kind and no one else could share the same sentience as her. But as though to dissuade her sorrows, the creatures around this lonely goddess began to evolve, becoming what would be known as the Zunanma.
However, their attention soon strayed from Ashunera. They began to evolve separately and developed desires. These desires drove them to fight against one another. They fought for power and honor. Lives were lost, which resulted in Ashunera despairing. She hoped to quell the bloodbath by giving the deviated Zunanma different names; from that point on, there were beorc and laguz.
The creatures only fought more. Now parted by different names, they were not one people, but many. The beorc and laguz warred, deaf to the desperate wishes of their creator. And so it continued on for millenia, until those beorc and laguz themselves divided, by location, by appearance, and by values. Today, the continent of Karula houses 7 nations.
The world is filled with strife. Karula has always had its fill of challenges, but it seems recently have gotten much worse. Miricia was supposed to be a nation of hope. As the first ever joint beorc-laguz country, it was created for the betterment of Beorc-Laguz relations. Ruled by two leaders, one beorc, Jacob II, and Temerus, a winged Laguz from a noble bloodline, Miricia was supposed to be a beacon for all lost souls to seek shelter. But it was not without its problems, as beorc and laguz constantly skirmished. These were usually minor, and never did it get to such an extreme point, however.
Until now.
On the date of 1213, AFK (After the Founding of Karula), Jacob II was suddenly and viciously murdered in the night. The killer came into the night and slaughtered the King. No one knew who had committed the crime, but the injuries were consistent with a bird Laguz. King Temerus denied any wrongdoing and condemned the acts. However, rumors began to spread and some evidence was uncovered that Temerus or someone close to him may actually have been involved. King Jacob II’s son, Jacob III, ordered King Temerus stand trial for his father’s murder. With tensions high, beorc were enraged at the laguz’s apparent act, while the laguz were enraged for the accusation even being brought, despite their denial. What made matters worse was on the eve of trial, King Temerus and those closest to him fled Miricia and retreated to Derak, the nation of the United Winged Laguz. Being that Temerus is from the Derakian noble bloodline, and a former citizen of Derak, he would be accepted there.
Jacob III was furious. He declared an emergency state, and began to persecute Laguz in his nation. A civil war was brewing.
Derak, meanwhile, ever cautious of its Beorc neighbors and angry themselves at the accusation of Temerus, began to viciously patrol their borders and raid beorc ships along their coasts. The nearby beorc nation of Gannon, a close ally to the beorc of Miricia, fearful of Derak’s actions, prepared for possible war as well.
With Karula potentially on the brink of a major conflict, Queen Jannis of Albia, another smaller beorc nation, desperate to not see a war tear Karula apart, decided to call to the other neutral nations around, beorc and laguz alike, to ask to send emissaries to Miricia and beyond on a fact-finding mission. Their mission: to uncover the truth of King Jacob II’s death, to bring to light those who are actually responsible,to prevent all-out civil war in Miricia, and to prevent a global war throughout.
With the world on the brink of war, you find yourself in the beorc capital city of Dawn in Miricia. Maybe you are a member of the emissaries sent to Miricia from another neutral nation. Maybe you are a mercenary looking for employment. Maybe you are a local, who happens to be wrapped up in all of this chaos. Whatever the reason, you are in Dawn, where the fate of many may very well be decided, and where you will have a central role in that fate.
Miricia - Miricia was dubbed the “Future of Karula.” The first Beorc-Laguz nation, it was created to serve as a beacon of hope, and a refuge for all. Two Kings were chosen to rule Miricia: one laguz and one beorc. A relatively new nation, Miricia experienced much strife and conflict between beorc and laguz. It was a difficult path for everyone to start buying into the idea. Eventually, it seemed like many were embracing the nation, until Jacob II, a beloved ruler, was murdered. Now, Miricia is on the brink of civil war. Population - 3 Million - 60% Beorc, 40% Laguz (30% winged Laguz, 10% Beast) Ruler/Rule Type - King Jacob III/Formerly Joint Kingdom, not just a Kingdom Capital - Dawn, formerly a joint capital for laguz and beorc. Ever since the assassination, the laguz have moved (or rather, were forcefully moved) their capital to Rinna. Alliance - No formal alliances. Long-standing treaties with Albia and Gannon.
Derak - Derak is the nation of the United Winged Laguz. It is located on a large island to the south of Gannon. There, all of the bird tribe - hawk, raven, and heron, make their home. Derak is a generally untrusting nation of laguz, and do not get along with beorc, especially their neighbors in Gannon. Population - 800,000 - 100% Laguz (45% Hawk, 40% Raven, 10% Heron, 5% Beast) Ruler/Rule Type - The Three Wings rule representing the 3 Bird Tribe Laguz/3-Ruler Kingdom Capital - Berrus Alliances - No formal alliances. Long history of war with Gannon.
Gannon - Gannon is the beorc nation along the coasts of Karula. Known for its excellent sailors and extraordinary archers, Gannon has spent most of its history dominating the seas and trade. It is a largely merchant nation, but because of constant conflicts with Derak, has become highly militaristic too. Many former seafarers have turned pirate in Gannon, which it is said the leaders of Gannon know full well about and endorse. Population - 4.5 Million - 98% Beorc (2% Winged Laguz) Ruler/Rule Type - 1st Merchant Lavish, a pragmatic man who acts open-minded but is rather cynical and untrusting/Despite being call the “1st Merchant” of Gannon, Lavish is by all accounts a King and is treated as such. However, many accustom him to a pirate. Capital City - Addillas Alliance - No formal alliance. Long history of war with Derak. Longstanding treaties with Albia and Miricia.
Albia - Albia is a small nation devoted to its people. While it experiences problems like any other nation, it is intent on preserving peace between the nations. Albia has some of the best cavalry and knights in the world, and many come to the wondrous capital of Albia City to train in the ways of the sword, something Albia is famous for. Population - 2.3 million - 90% Beorc (10% Beast Laguz) Ruler/Rule Type - Queen Jannis of Albia/Kingdom Capital City - Albia City Alliances - trade partners with Gannon. Long standing treaties with Gannon, Miricia, and Maul.
Maul - Maul is the laguz nation of Beasts. Located in the deep jungles in the west of Karula, it is well-protected from invasion should any nation be foolish enough to try. Maul generally tries to be open to both Beorc and Laguz trade, and does not wish to take sides in most conflicts, if it could help it. Population - 1.2 million - 100% Beast Laguz (50% cat, 30% Tiger, 10% Lion, 10% Wolf) Ruler/Rule type - King Brandon/Kingdom Capital City - Gateis Alliances - trade partners with Derak, Misson, and Albia. Has longstanding treaties with Albia and Kuro.
Monos - Monos is the Beorc Empire deep within the northern mountains. It’s geography is unforgiving, as it is partially covered by tall, jagged mountains, and the rest is winter snow. Home to some of the best Pegasus Knights and Wyvern Knights on the planet, the Beorc of Monos are as unforgiving as they are harsh. Monos is know for its flying fighters, as well as its large lances and axe wielders and mages. Monos is an Empire known for its war-faring, and despises particularly Laguz and Laguz allies. Population - 4 million - 100% Beorc Ruler/Rule Type - Drake, the High Emperor/Empire Capital City - Grannis Alliances - No real alliances. Long feud with Maul.
Kuro - Not much is known about the small, recluse nation of Kuro. Said to be the home of dragons, Kuro has long since shut itself out to the world, though Maul is said to still communicate with it. Presumed Population - 100,000 - 100% Dragon Laguz Rule/Rule Type - Kingdom, ruled by (possibly) King Dionydas Capital City - Unknown Alliances - said to maintain some relationship with Maul. Beyond that, no alliances/trade
Beorc - Beorc, also known as "humans", are one of the two sentient races who inhabit the continent of Karula. They are the Karula equivalent of the humans in real-life, and for all intents and purposes, they are almost exactly alike to humans. Beorc class characters start off weaker than Laguz, but are able to be promoted.
Laguz - The laguz are a sentient race of shape-shifters which inhabit the continent Karula. While they ordinarily appear in humanoid forms, they have the ability to temporarily focus their energies and shift into the form of an animal, gaining great power and strength from these forms. Every laguz is part of one of three tribes - beast, bird, and dragon - with each tribe being made up of several "clans", or unique animal races, each having their own unique set of skills and powers. Laguz cannot be promoted.
Branded - The Branded are a race that is the result of breeding between laguz and beorc, and bear a mark signifying their heritage. In both laguz and beorc societies in Karula, they are a stigmatized race, looked down upon by both as less than human owing to their mutual mythologies falsely claiming the sexual union of a laguz and beorc to be a crime against the goddess: the beorc call them "Branded" in reference to their mark, while the laguz call them "parentless" and typically refuse to acknowledge them. According to laguz legend, when a parentless one comes into being, a century of destruction follows
Weapons are the tools of Beorc. The types of weapons available in this RP are equivalent to those used in the Tellius region of Fire Emblem, found here: WEAPONS. In addition, 1 custom weapon may be granted, so long as it is not overpowered. In the Fire Emblem universe weapons are very important, not only as resources but as a tactical option. Different weapons will offer different bonuses and have advantages over other weapons, and the quality of the weapon will be important, too.
Along with weapon types, each character will also have weapon proficiency, rankings like in the Fire Emblem games from E to S. In the beginning, characters will be able to put 4 points into their weapon proficiency.
In this RP, each character may have the option to start on a certain weapon proficiency. There is a sort of mini points system for the weapon ranks:
E - 1; D - 2; C - 3; B - 4; A - 5; S - 6.
Players are given 5 points initially to “spend” on their weapon proficiency stats. This can be applied in any way the RPer sees fit. The only restriction is that the character must be able to wield that weapon in his/her class. For example, a player can have a Knight have 2 points in their lance ability, and 3 in their sword ability. This would give them a D rank for Lance, and C rank for Sword. Or the character could put all their eggs in one basket and give one of their characters an A rank stat off the bat. Again, the choice is yours! Roleplayers may acquire higher weapon proficiencies by using that weapon, which I will note throughout the RP.
The character class will be similar to the ones in Path of Radiance, found HERE. Although a few more classes are available in Radiant Dawn, I figure simpler will work out better. HOWEVER, one major difference for Beorc will be the ability to change classes in the RP. This will only happen once, and can be implemented in a story fashion if you would like. Keep mind of which classes are starter classes and which are promoted units.
Speaking of which, promotions will be a thing in this RP. They will be based partly on storyline and partly on the stat increases of the character (see stats below).
Stats have been largely based on the Fire Emblem games. However, they have been slightly altered for this RP. There are 8 main stats in this game: Constitution - A character’s overall health and endurance. Strength - affects a character’s physical strength Magic - affects a character’s offensive magical prowess Skill - affects a character’s accuracy. Speed - affects character’s overall speed and evasion. Luck - affects… just how lucky a character can be! In this RP, that can encompass many things, from how lucky they are in battle, to how lucky they are in findings treasures, getting out of trouble, etc. Defense - affects character’s physical defense and reduces damage taken. Resolution - affects character’s magical defense and reduces magical damage taken.
Characters will be given a certain amount of points to start off with, to be distributed however the roleplayer sees fit. Instead of levels, like in the game, points will be distributed to players at the end of each chapter. The distribution will be based on the character’s role in that previous chapter. Points are awarded for activity and creativity. Not everyone will be awarded the same amount of points at the end of each chapter, but I will always make a concentrated effort to have everyone generally on the same playing field.
Name: (Include any nicknames or aliases.) Race: (Beorc or Laguz. Branded is okay too. For Laguz, include the beast/dragon you morph into. Generally all Laguz are acceptable, but stronger Laguz may be restricted.) Age: Appearance: (Description or picture is fine.) Class: (Beorc only. Take one from the Path of Radiance classes. Keep in mind to start with a non-promoted unit first!) Weapon Proficiency: (Beorc only. Your weapon proficiencies for your class. Start off with 5 points to distribute.) Features: (A special trait of your character or class. Be reasonable.) Stats (All stats start at 0 points. You may distribute into the categories however you like. Beorc begin with 20 points, and Laguz begin with 25. Keep in mind that very low stats in certain categories will be taken into account in the RP.) Constitution - Strength - Magic - Skill - Speed - Defense - Resistance - Luck - Inventory: (Weapons and items you will start out with. NO Occult Scrolls or Powerful weapons in the beginning. Be reasonable.) Personality: Biography: (What had led your character up to this point. You can be as simple or complex as you like; you can always develop over the course of the RP. Secret backgrounds are allowed as long as you discuss them with me ahead of time.) Additional Info: (Anything else we should know about your character?)
“Claims have been made about the decency of our world, yet history has proven us wrong, time and time again. Aerion wasn’t born in chaos. We have made it thus.”
-Lord Robert of House Welm, Ethora
All is not well in the world of Aerion. The immense nation of Ethora is in turbulent times as its Houses feud amongst themselves following the sudden assassination of their king, which is gradually pushing the disjointed country to civil war. The nations of Miraheim and Falke, which have been at odds for centuries, are being slowly pushed to hostilities, and whispers have begun to be spoken of Miraheim’s mobilization for war. The countries of the west are slowly being entangled in their own quarrels, as Palaven and Raelus both seek to strengthen their influence in the region, with Ellessar attempting to maintain some order of stability among the nations.
Indeed, Aerion is in shambles, and should the nations that inhabit it continue along this path, the world would ultimately destroy itself. Some comprehend the peril this world faces, and some would have something be done about it. On the isle of Ekilore has existed a structure of colossal size (extending high into the clouds and being visible from all regions of Aerion) called the Tower of Oculus, which was built long before many histories were documented. There dwells the Monks of Ekilore, who have resided there for as long as people can remember. Although the nations by no means see eye to eye, generally all respect, or at least value, the opinion of the Monks, which come often in the form of prophecies or divinations. On the 1792nd year since the Founding of Civilization (FC), such a prophecy was formed. The Monks of Ekilore invited to their tower emissaries of each of the countries to hear their prophecy, one in which they say could alter the fate of the world.
You
Presented to you are two options, two roads to journey upon. One road begins on Ekilore, where you answer the summons of the Monks. This path will take you on a quest all across the lands, where you attempt to change the course of the world, and thereby save it. The fate of Aerion is very much in your hands.
Yet in a world filled with strife is also presented the prospect of opportunity. For whatever purpose, be it gold, gods, guidance or glory (or whatever else your reason may be), you have recently begun travel with a group of mercenaries as they make their way through the land. You will accept contracts from clients, which could involve anything from slaying foul creatures, saving or protecting innocents, removing heads off individuals, and anything in between. Yet the life of a mercenary, especially in Aerion, may be more than it originally seems.
Aerion is composed of many creatures: humans, elves, dwarves, orcs, trolls, goblins, and more. Once, it was said that dragons were also present, but none have been seen in centuries.
Ethora, Falke, Raelus, Ellessar, Miraheim and Palaven are all human nations. There are some dwarves that make their way to southern Miraheim, and many elves in Falke and Ethora. However, few are found in the western nations; Raelus, Ellessar, and Palaven. Mindirion is made up of nearly entire dwarves, besides some Ethorians in the south. Miracia is composed of only elves. Rastra is a small nation of mostly desert. It is usually closed to the rest of the world, save for the port city to the south where sailors stop before heading west.
Orcs are found throughout most mountains, especially in Mindirion, parts of Miraheim, and Ethora. Other creatures are scattered throughout the land depending on the location.
10,000 CE --> 1 CE = Creation Era
0 CE = 0 HA as this date represents a change in eras.
0 HA --> 3000 HA = Heroic Age
3000 HA = 0 FC as this date represents a change in eras.
0 FC--> 1792 FC (Current Date) = The Founding of Civilization
Origin and accessing magic: Magic is drawn from one of two places and subsequently has two names: Arcane and Divine. Arcane magic is drawn from one's spirit and the potential one has to command it is something you are born with. In this regard, not everyone is a candidate to to be a great wizard and a strong spirit to control the Arcane is something you have or not. Think of it as a natural gift or skill. That being said, it is difficult to control and is potentially very dangerous if one does not receive training. This danger has made many afraid of magic and is the core reason for a number of inquisitions and the widespread purging of mages in the land of Aerion (especially in the land of Ethora) leading to is rarity. However, Mage's guilds still exist and many students of Arcane magic go there to learn, control and develop their abilities.
Divine magic is drawn from one's faith in a certain divine being, whether it is an established figure or not (meaning it is does not have to be one of the major figures from Aerion's religions, which I can provide, and could be "made up"). Many Priests fall under this category for example. Divine magic is less dangerous and primarily used for healing and the like, though it can be used to curse others for example (if the patron deity is "evil" or "dark"). Divine magic is still fairly rare as to access it someone must have strong faith in a figure and like arcane magic be well trained.
Staves and augmenting magic: Staves, rituals, and other tools can augment and strengthen magic. Staves are usually used to channel, strengthen and help control magic, rituals and ceremonies can focus or strengthen it and other tools like wands and books do exist and do much of the same as I just said.
Rarity and use: Magic is increasingly rare because being a mage, wizard or any title is a stigma that often leads to imprisonment or worse death. People do not like magic for it disturbs the peace and is a constant threat. Magic is very powerful and power corrupts. Therefore, using magic in a public space is not a good idea for example, as you will likely be captured or killed on the spot by the townspeople or if you are lucky, the local town guard. Magic is often confined to the home or in the case of divine magic (which is generally more accepted), a church or shrine.
However, Raelus is one country where Arcane magic is more accepted, as the government makes extensive use of the offensive properties of Arcane magic in its military conquests. In this regard, mages are more of a resource however. Miracia is another country where magic could be found, as well as Palaven.
Country Profiles
Ethora Founded: 617 HA as a collection of tribes; Founded formally in 1099HA National Capital: Rudell Language: Ethorian; Which has become the Common Tongue because of its wide use. Flag/Sigil: The Crowned Lion, with different colored gems around it
Government System: Ethora is traditionally led by a single king who supervises the actions completed by the different noble houses who rule over different political regions. These regions function as relatively independent nations but still pledge loyalty to the king. The individual houses are: Reigncliff, Taimor, Crosland, Larson, Welm and Morok. Current King: None as King Eliwood has been assassinated.
Culture: Ethora has perhaps the widest range of culture of any country largely due to the stark differences between the given regions within the kingdom. However, trends do exist as the northern regions are typically more conservative and militant while the southern regions are more liberal, placing a greater emphasis on trade. Each region is governed by a noble house with extends its own beliefs and traditions into its code of laws and values, producing practically independent countries unified by history and tradition. Despite this, the king's word is recognized by all and is followed usually without question. This does not stop conflicts between the other houses, which occasionally erupt into total wars if not resolved. Rivalries amongst the houses have developed over the years, some friendly and others not so much. Ethora is a well respected nation regardless and its bonds are strengthened by the notion that Ethora is a land of heroes and legends, and that its glory is without rivalry. It is Ethora's destiny to region supreme. Ethora is also surprisingly religious, with 90% of the nation following the Council of Nine, 5% practicing the belief in the One, and the last 5% following lesser known belief systems. Several notable citizens have renounced their faith in spirituality completely. Social mobility exists, making its class system nothing more than a convenient way to classify its citizens. However, class distinction is very high, causing occasional social unrest.
Falke Founded: 537 HA National Capital: Falcon Peak Major Cities: Kirklandand Skyfall Language: Falkmor or "Word of the Falcon" Royal Sigil: A Falcon Royal Colors: Black, Yellow, White Words: "Among the Clouds."
Government System: Traditional Feudalism in that the king of Falke gives out land to his subjects in return for loyalty. These gifts of land are governed by the powerful families of House Hawke and House Highborn. Current King: Frederick Highclaw III
Weapon proficiency, style, expertise: All forces in Falke specialize in archery and the use of spears and cavalry.
Culture: Since Falke's founding, it has always been a region that has attempted to be peaceful, organized and united. However, Falke's attempts have often been in vain, as Falke has been the subject of several invasions and rivalries with other nations, in particular Miraheim and Ethora. While modern day Falkians do not hold on to the same level of spite towards Ethora or its people, there is still something of a rivalry and apprehension towards them. Most of Falke's dislike has been redirected at Miraheim, its new rival in the FC era. The people and government of Falke like to think of themselves as open minded people living in a structured ordered society built on the ideals of peace and prosperity. Not as a conservative or self centered as Ethora's populace, Falke does keep its own hierarchy established in its social order with limited social mobility. However, Falke has a greater sense of social equality, limiting dissatisfaction in its population. Many Falke systems are content with their way of life, especially considering the social institutions in place, as Falke is a small(er) yet developed nation with an excellent education system and cultural developments. Falke is well renowned for its contributions to the arts.
Miraheim Founded: 206HA Capital: Gryfor Major Cities: Dergen, Renvall, Borr Language: When the original humans separated and moved to form their own distinct countries, the people of the land that would be known as Miraheim crafted a language based off the ruins of those who had inhabited the land many years prior. It is from this ancient language that the people of Miraheim established their own tongue. They called it Ormurmal, “Language of the Dragons”. Miraheim is proficient in the Common tongue as well, and Ormurmal has become largely ceremonial. Flag/Banner: http://t2.ftcdn.net/jpg/00/10/50/93/400_F_10509368_CulgwfyOHYlHvkBdQRVC2ZOCiDb06Py9.jpg Colors: Grey Words: On the Water we have Wings
Government System: Miraheim is ruled by their High King by blood and divine right. This throne has been challenged much in the past. The High King’s word is law, and those under him must obey and respect his will. A High King who does not hold the respect of the people is an unwanted position to be in. Directly under the High King is the Maerr (Maerrun plural), the Miraheim equivalent of a Lord. The Maerrun rule Miraheim’s cities as well as the surrounding territory around those cities, known as provinces. There are 6 Provinces of Miraheim. The Maerrun rule these Provinces, while the King gets reports from a Maerr and rules the country as a whole. Current Ruler: High King Ranulf “Ironfist” Hroaldr
Culture: The people of Miraheim, known as the Highmen, are a warrior race, and are known by other races to be highly militaristic. They are excellent sailors, one of their major tools of trade, and own some of the best vessels in all of Aerion. Because of this, however, many in the nation also choose the life of piracy, primarily against ships of other nations, and on few occasions, port cities. They are generally enthusiastic warriors, and excel in all manner of warfare, but particularly at the sea level. Highmen have a deep dislike for most other countries besides their own, viewing them as inferior in strength, culture and religion. Above all else in their culture, however, is the pursuit for honor and glory. It is said that to take away a Highman’s pursuit at this is to take away their soul itself. No man or woman of Miraheim is worth anything without such traits. A great emphasis is also placed on the family. Highmen are among the most devout followers of tradition.
Weapon Proficiency, style, expertise: The people of Miraheim make excellent sailors, probably the best of any country, or at least one of the best. They prefer to use less armor in combat, and instead wear animal pelts like wolfs and bears. Highmen make the best axes in all of Aerion, and many of their warriors are quite proficient in the use of them. They also make excellent blacksmiths.
Mindirion Founded: 9,358 CE National Capital: Barazir Language: Remkhuz or "Speak like a Dwarf" Royal Sigil: Helmet of Thordain Royal Colors: Blood Red and Black Words: "Hard as Stone"
Government: Absolute Monarchy ruled by the Emperor or the Rasuh Etar. There is also the Grand Assembly (Mafol) which is composed of the leaders of all the major clans (now referred to as houses or Zoden). Current Rasuh Etar: Orthen Durgon; son Danull Durgon
Weapon proficiency, style, expertise: Dwarves favor heavy armor and large powerful weapons, often used to end a fight quickly due to their low endurance.
Culture: Much of the culture of the Dwarves has been lost following the closing moments of the HA period leaving Mindirion as a shell of its former self. Organized in a strict caste society, Mindirion is currently rebuilding with a small elite ruling class guiding a growing middle class through a careful reconstruction. Dwarves favor organization, meticulous design, and wealth above all else and society has been guided by this for some time, hence the establishment of a caste based society, organized cities divided into different specialized sections, a specialized military and a commitment to mining, smithing and trading. Dwarves traditionally live in mountains, in close proximity to valuable stones. Ie. Dwarves like shiny things.
Miracia Founded: 3,330 CE (Following their exodus) National Capital: Estel (Hope) Major Cities: Aranwar, Fornond Language: Elvish or Eldaquente (Elf speak) Royal Sigil: The hands of Tella Royal Colors: Dark Green and White Words: "One World. One People."
Government: The Elves are traditionally lead by a congress of Kings or Druids. Each Druid leads a number of clans and these Druids meet together in times of need. At the current time, they are 3 total. Current High Druids: Thalion, Vanya and Locien
Weapon proficiency, style, expertise: Elves employ the use of light armor and weapons, often dual wielding small swords or daggers and using long ranged weapons such as bows.
Culture: Elven culture is built around peace and appreciation of nature. Elves as a result, being wise, have stayed sheltered in recent generations as to avoid the warfare waged by their human counterparts. Divided into different tribes to allow Elves to affiliate with groups that share their belief systems, the Elves live fairly independent lives as a progressive, liberal people believing in equality amongst others. Elven pleas for peace and tradition have fallen on deaf ears in recent years, causing the Elves to dig themselves in a hole only associating with Falke on any level.
Ellessar Founded: 378FC Capital: Tallis Major Cities: Irus Language: The people of Ellessar speak the Common tongue of Ethora Sigil: A black helmet in the center showing five silver swords extending from it. Colors:Silver and Black. Words: "Strength through Order."
Governing System: Oligarchy- Ruled by the Silver Authority. The Silver Authority is an oligarchic-based ruling system, headed by the 5 Regulators of the Authority. Each Regulator has the same amount of power, and demand absolute rule of the nation of Ellessar. A policy can be overruled by a majority vote of the 5, and new policies can be implemented by a majority vote. If a Regulator of the Silver Authority were to die or step down from rule, the others would vote in a new member of their choosing. Current Rulers: The Silver Authority
The 5 Regulators of the Silver Authority: Tybalt Greyhelm, Kilance Qarthwright, Hadrian Cromwell, Victoria Holden, Vermillia Bellasan
Weapon Proficiency: Ellessar, besides being known for their well-crafted ships, are also known for their swordsman. Swordsman of Ellessar are among the finest in all of Aerion.
Culture: The people of Ellessar are considered intelligent and known for a proficiency in abstract thinking. They are well-educated and well-spoken. Though less physically imposing than the other races, the people of Ellessar are shrewd diplomats and traders. It is for these reasons people of Ellessar are among the best in business terms, and a reason their nation is quite prosperous. The people of Ellessar also have a maintained sense of order and stability, both within their nation and without. Being the oldest of the new nations to the west, they take it upon themselves often to intervene in conflicts among the other nations. They strive to maintain the given balance and stability among the Western nations, a region known as Rolsten (this include Raelus, Ellessar, and Palaven). Their territorial claims are misleading. Although their nation is smaller than some, their military might is second only to Raelus. They also have quite a successful navy and are known for their unique ship designs. The people of Ellessar have a disgruntled relationship with the country of which they used to be a colony: Ethora. They often avoid trade with them if they could, and increase tariffs on most of the houses of Ethora. Because of this, and Raelus’ better relationship with Ethora, Raelus and Ellessar also do not get along.
Government: Absolute Monarchy Current King: Christian "The Burning King" Calason II
Weapon proficiency, style, expertise: The army of Raelus is diverse and skilled, capable of using a number of different weapons with skill and intelligence. However, they often favor the use of one handed swords and light armor, using speed to end fights quickly.
Culture: Dominated by an absolute monarchy, the people of Raelus are very much at the mercy of the king who can act on any whim he wants. Raelus is a state connected with efficiency, production, development and dominance. Despite being a young nation, Raelus believes itself to be destined for greatness, especially in its relative dominance in Rolston and in the Trader's Waters. This attitude has become reflected in its people who are often confident to the point of arrogance and firmly believe in the guidance of the King, almost to the point of worship. This is appropriate considering the lack of religious worship in Raelus, as religion has become a backwards institution replaced by industry. As a scientific nation, Raelus invests much in education and the sciences, making several advancements in recent decades. Raelus has evolved into a militaristic nation with a large standing army and navy, having adopted a warmongering attitude in its quest for dominance. Raelus' government has made extensive use of mercenaries, privateers, and pirates in its expeditions, rather than endangering its people. Crime has become controversial in the country, being somewhat accepted by the government depending on the offenders. Dominated by a small ruling class, the government nevertheless has dipped its hand into many dealings controlling nearly every aspect of people's lives. The populace does not seem to care, having become used to the treatment but understanding that the King has the best intentions for its people.
Palaven Founded: 692FC Capital: Garius Major Cities: Teyya and Ashera Language: Common tongue of Ethorian. Sigil: Bright white, with a red circle in the center, signifying the Church of One. Colors: Red and White. Words: "God and Glory"
Government System: Palaven is a theocracy dedicated to the One God. The head of the country is Armand Terrin, who also dons the title Voice of the One, and is said to be the holy connection between Aerion and the One. Alongside the Voice of the One is the Palaven Senate, the Senators of which are entitled to the same respect as the Voice himself, though not the same reverence. The Senate members are from the six main Houses of Palaven: Culliver, Ulminda, Sinoria, Caspian, Ersmend, and Artoss. Merek Culliver is the head of the Senate and hold the most power in all of Palaven besides the Voice himself. The Senate handles the day to day matters of the nation, but the Voice ultimately has all authority over any matter, and can revoke a Senator’s status at will, and annul any law passed by any of them. Current Ruler: Armand Terrin, the Voice of Palaven
Weapon Proficiencies, styles, expertise: Fairly knowledgeable with spears, but not their distinction.
Culture: Religion dominates the culture of the people of Palaven. Whether in a day-to-day conversation with siblings or a meeting with the Senate, the religion of the One is foremost in peoples mind, seen in their speech, as they are often referring either to the Voice of the One or the One himself. The lifestyle of Palaven's citizens is rooted in ceremony and tradition, so much so that outsiders who venture into the country often find themselves constantly in danger of breaking social etiquette, or worse, in some matter insulting their religion, which can spark outrage or even persecution.
Religions of Aerion
The Council of Nine Founded: Dawn of Time; or an unknown date in HA Countries that practice the religion: Ethora, Falke, Ellessar, Mindirion, Miracia Belief: Belief in "The Nine" is to believe in a council of nine divine beings that had a part in the creation of the world of Aerion. The children of the supreme being Vesmir are believed have created the world in a vision bestowed upon them by Vesmir. Each Council god represents different aspects of the world, both physical and abstract. As a result, each god or goddesses is worshipped in different capacities, and worship is a very personal act. For example, sailors worship Atlantia as she is the goddess of the oceans while aspiring heroes would worship Fortis instead. Lives that are deemed worthy and filled with respect for the Nine are rewarded with passage to the higher plane of Astrum, while lives dedicated to Dabel (more so than the others) were sent to the depths of Infernum.
The Nine include: Andal: God of order, honor, truth, nobility, light; Ruler of Astrum Dabel: God of Chaos, corruption, desire, darkness; Ruler of Infernum Tella: Goddess of nature and peace Atlantia: Goddess of water/oceans and earthquakes Makara: Goddess of magic and knowledge Fortis: God of heroes, courage, resolve, honor and loyalty Divum: Goddess of storms Thordain: God of war, violence and conquest Flamma: Goddess of fire
Other figures: Tempus: God of the Sun Lumes: Goddess of the Moon
The Creation Myth In the beginning there was nothing. The universe as you know it was little more than a black abyss fueled by darkness and chaos. However, a being known as Vesmir, the creator of all, emerged from this chaos and brought with him order and salvation. He shaped the abyss and brought form to the universe. Within this form came the world, the sun and moon, the stars, the sky, the grass, the tress, the oceans, and all life as we know it. The labors put a great toll on Vesmir despite his vast power. To maintain the balance he sought to achieve in the universe following his labors, he created a number of powerful children. These children would continue to shape the world in his absence with the hopes they would honor his wishes and achieve his vision.
His children at the time were 7 in number: Andal, Dabel, Tempus, Lumes Tella, Atlantia, and Makara. And for a time there was peace and order, with each maintaining their domains. They mingled amongst each other, giving birth to new beings of power. From Andal and Tella, Fortis and Divum were born and from Dabel and Atlantia, Thordain and Flamma were born. Tempus and Lumes were absent from this mingling as these two were responsible for the cycle of day and night (respectively).
In order keep order, Andal decided to bring the beings into council. This was when the Nine were born: Andal, Dabel, Tella, Atlantia, Makara, Fortis, Divum, Thordain and Flamma. It was then that the Nine decided to take Vesmir's vision to the next stage.
Tella brought life into the world in the form of nature itself and her dreams of peace. Atlantia created the waters of the oceans, lakes and rivers and her wrath brought earthquakes. Divum became the created of the sky, and her various dances brought weather and storms. Flamma created fire and its many uses. And Makara was the bringer of intelligence, wisdom and magic.
Andal crafted the ideals of order, honor, truth and nobility as well as bringing the light of heaven to the world, which angels acting as the guardians of peace and order. Dabel created opposing ideals of chaos, corruption, desire, darkness as well as being the lord of the underworld, with his foul devils, demons and monstrosities seeking to spread destruction. Fortis created the ideas of heroes which would embody the qualities of courage, resolve, honor and loyalty. Thordain brought with him nothing but war, violence, bloodlust and carnage.
Tella wanted to share this wonderful creation upon its completion. Then the Elves were born. The Elves were a beautiful and fair race with a deep admiration for nature. They were immortal like the Nine if only because Tella envisioned them as a being of nature and one that should live with the earth until the end of times. The Elves lived in the world, alone and at peace. The Elves worshipped Tella, calling her a "God" in their native tongue.
However, Thordain grew jealous and wanted a people of his own. Working his sister, the two created their peoples. Thordian created the Dwarves and Flamma created the dragons. Dwarves were a small but strong race. They were hardy with muscular bodies with strong constitutions. They had a love of valuables, war and drink. The Dragons were a mythic and powerful race, capable of flight and fire. However, these beings were crafted in secret and in due time grew separate from the world. The dragons flew to the north where the dragon kings would unite them as a single race. The Dwarves retreated to mountains and caves, having little contact with the other beings, fueled by their greed and lust for wealth (and the craft of mining was soon born). The Dwarves became a conflict seeking race, often at odds with Tella's Elves. But peace was soon achieved, much to Thordain's dismay.
Dabel grew curious of these creations, but was unable to craft any original beings. He was a god of chaos and nothing is created from chaos. Using his talents of corrupting, Dabel twisted the minds and hearts of Elves, Dwarves and dragons. Thus arose the Orc-kin and the dark dragons. These manifestations ravaged the land. Orc raped and pillaged the land, murdering all stood in their way. Fire rained from the skies as Dragons unleashed their rage upon the world. Elves and Dwarves attempted to fight back, and succeeded for some time. Elves reclaimed a small corner of the world to call their own while the Dwarves had invented weapons to defend themselves from the Dragons of the north. However, both were overrun. Soon the world would be swallowed in flames.
Fortis and Makara looked at the world in pity and with Andal's guidance, they created Men. Men were to be an adaptable race capable of many feats at the cost of short life in comparison to their peers. Blessed by Fortis, the Men drove the Orc-kin into the deep bowls of the Earth. Many dragons were killed following the rise of men and like the Orc-kin, were driven into mountains and caves. Though many are believed to have retreated north, or simply left the world entirely.
This is how the world was born (so say the followers of the Council of Nine).
The Church of One Founded: 600 FC Countries that practice: Palaven, Ethora (10%) Belief System: The Church of One's tenants as outlined in the Book of One believes in a singular god who created the world of Aerion with nothing more than a few words. As the supreme creator, the followers of the One dedicate their lives to the One. True believers ascend to Astrum while non believers burn in Infernum.
The Theocracy of Palaven follow their variation of the Church of One, which was established by followers of the One who fled from Ethora and other countries. Palaven follows the Voice of the One, who is said to be the ‘bridge between the One himself and the world of Aerion’, as said by their holy scriptures. Citizens of Palaven worship the Voice as he himself is thought to be divine, a direct descendant of the One. It is illegal to approach too close to the Voice, speak to him without first being addressed, touch the Voice, speak up against the Voice, or harm the Voice in any way, whether physically or emotionally. All such actions are punishable by death according to the laws of Palaven and those of the Holy Scriptures. The Voice is said to have divine gifts that he could unleash anytime he wishes, and that through obedience, the path to enlightenment can be found.
Shugalism Founded: Unknown exact date, potentially as old as the Council of Nine. Countries that practice: Rastra The Belief: Followers of the Sages of Wisdom. Their religion, called Shugalism and therefore their followers Shugalians, instructs the followers to physically and spiritually embody the qualities of the first Sage of Wisdom, whose name has long since been forgotten, but who is said to be the founder of Shugalism. It is said that the first Sage ascended into the Realm of the Deities (their version of heaven), and followers of his beliefs and values can also ascend into the Realm if they are good Shugalians.
Shugalism advocates the pursuit of salvation through personal meditation on the names and messages of the Sages of Wisdom, which is written down in their holy book, the Hilarkan, the combination of the manuscripts of their teachings. Their teachings primarily are open-minded, allowing for pursuit of whatever paths of life one desires, so long as they do not intentionally harm others. However, their teachings do illustrate the need to be moral, as well as humble, good-intentioned, and peaceful.
Shugalism allows room for the deities and worships of other religions/Gods. They do not find that all other religions are wrong, but rather that the deities and beliefs of others are only an extension of the beliefs of the Rastrans, and that the gods of others are apart of the thousands of those that linger in the Realm of Deities. Shugalism, therefore, is accepting of other religions, even new ones that recently pop up. However, direct denouncement of the Sages is considered highly insulting, and those who do so are considered lost or tormented souls damned to anguish as their spirit is doomed to wander the world until they prove themselves a true Shugalian again.
The Sages are said to all be a sort of reincarnation of the first, whose spirit ascended into the Realm of Deities, but whose powers were passed on to the next sage. Upon the death of a previous sage, a new sage will be born. It is unknown when exactly the next Sage will be born. It could be a year after, or a hundred years. However, the Rastrans known when that Sage is born, as the eyes of the first Sage's statue, located in the Temple of Truth, (the Sages’ official home), begins to glow. It is then that 3 ‘Watchers’, who are servants of the Sages of Wisdom, scour the kingdoms in search of the new Sage, and once they are found, they are taken to the Temple of Truth, where they are said to be taught their powers from infancy. From then on, the Sage of Wisdom guides the people of Rastra as their leader.
There have been 11 Sages of Wisdom in Rastra. The current one has been ruling for 12 year.
Ragnel Founded: Around 200 FC Countries that practice: Miraheim The Creation Myth: It is said that originally there was a chasm, a great abyss known as Ginagap, bounded on either side by fire and ice. When the fire and ice met in the center, they combined to form a great beast known as Rumir. From the void was also said to have created the High God Isir. Rumir, from his mouth, shaped and created the species of dragons. High God Isir created the other gods, and then it is said he created man. Isir and Rumir lived together as brothers, but it was apparent from early on that the two beings' children could not get along, and it was then that the Great Battle had occurred, ultimately ending in the death of Rumir by High God Isir. From Rumir's dead body, Isir created the world. Rumir's blood was the sea; his flesh, the earth; his skull, the sky; his bones, the mountains; his hair, the trees. The new Rumir-based world was named Aerion where mankind would live.
Following Rumir's defeat, High God Isir created separate realms as to keep his children safe. Aerion was the realm of men. Vigard became the home of the Gods, but was also the afterlife for man should he die worthy. Hielheim was the realm of the dead for all others who were not deemed worthy. The dragons were banished to the newly-created realm of Ormurheim, where it is said they still reside forever. Dwarvenheim was said to be created for the dwarves, and Alfenheim for the elves. Travel between the realms could not normally be done, save for the Enebrus, the lightning bridge. It is legend that once a large thunderstorm is present, someone is passing between the realms. Long ago, Isir was said to unleash such a thunderstorm to seal away the dragons, and bring dwarves and elves into the land.
Ragnel also foretells of “The End of Times." It is said that in a certain number of years, a great battle will take place. At this time, the realm containing the dragons of Ormurheim will break, and the dragons would come to invade Aerion. High God Isir will gather the other gods and great men and women who reside in Vigard, and the Great Battle would begin. It is a battle High God Isir knows they cannot win, but it must be done nonetheless. In the process of the battle, every hero and god will eventually die, including Isir. However, it is said that a lone male and a lone female will have survived the conflict to repopulate the human realm, and from the ashes of the battlefield the gods will revive. The worlds will restart anew, and on the back of a black dragon, hope and life is brought into the world, but also pain and suffering along with it. The cycle begins anew.
Gods of Ragnel:
High God Isir: Major god in Ragnel, ruler of Vigard, and the god of war, battle, victory, death, and wisdom. One of the three gods of creation, who made man, known as “High”.
Rosen: The god of stone and wood. The builder of the Enebrus, the lightning bridge.
Ven: god of innocence, beauty, peace, and rebirth. One of the three gods of creation, who helped make man, also known as “Just as High”.
Dargan: God of dawn, justice, inspiration, fish and the skies. One of the three gods of creation, who helped make man, also known as “Third”.
Fiera: Goddess of fertility, love, and winter.
Ullur: God of skill, hunt, anger, and duel.
Rules
No godmodding or bunnying, unless given permission.
This RP will have blood, gore, and quite of bit of violence, so be mindful of that.
Have good grammar and spelling, as well as correct length in posts. Typically, I consider this RP Low-Advanced/High Casual, so I'll expect a couple paragraphs in length, unless there's not enough substance for that much.
Only one character is allowed per person. NPCs are for the GM's use only, unless specific permission is given.
Keep on track with the storyline. Making your own subplot is fine, as long as you don't derail too far from the main story.
Try to post at a reasonably consistent basis (based on the progression of the RP, of course). Obviously, your life takes priority, so if you know you are going to be absent, away, or unable to post for whatever reason, please let us know somehow so we do not drop you from the RP.
Because of the RP, it is more than likely that characters will confront each other in combat. If/when those instances should arise, we expect maturity and poise in dealing with the way a fight should end up, whether by pre-agreement or general RPing etiquette.
One of the most important things to do in this RP is to have fun. Arguments will not be tolerated (this is not to say that discussions are not allowed, in fact they are encouraged), but generally impeding the ability of one or others to have fun in this RP will be ground for said person to be removed.
Character Sheet
Name: Age: (18+) Gender: Race: (You can be Human, Elf, or Dwarf.) Country of Origin: (You may be from any of the countries found on the map above. Country profiles are found in the section above, which has the information on the nations. I urge you to take a look at them before deciding where you hail from. Additional information can be provided) Appearance: (picture or description works) Personality: History: (Your back story. We urge you to look at country profiles when making your history, but this being an original world, feel free to roam. If you would like to make up a House, or a town, feel free to do so. There are few, if any, limits, we impose here.) Weapon Preference: (Simply put, your preferred weapon of choice. Some countries specialize in certain types of weapon proficiencies, and that could factor into your choice. But do not think of it as a restriction. However, because of the rarity of magic in this world, if you choose to be proficient in that, you cannot be proficient in any other weapon. For everyone else, there are two options: One standard weapon, and one minor secondary one). Side: (Do you want to be a member of the Knights of Ekilore or the Mercenaries?)
*credit to Legend for building this world with me.
I will create the OOC thread if I have enough interest! More information will be included there when it is posted, but feel free to ask any preliminary questions here as well.
This RP is an original story created by myself and my friend 'Legend.' We've been influenced a lot by certain books, movies, TV shows, and games, and you may see references to those throughout the RP. However, the story itself remains original.
“Claims have been made about the decency of our world, yet history has proven us wrong, time and time again. Aerion wasn’t born in chaos. We have made it thus.”
-Lord Robert of House Welm, Ethora
All is not well in the world of Aerion. The immense nation of Ethora is in turbulent times as its Houses feud amongst themselves following the sudden assassination of their king, which is gradually pushing the disjointed country to civil war. The nations of Miraheim and Falke, which have been at odds for centuries, are being slowly pushed to hostilities, and whispers have begun to be spoken of Miraheim’s mobilization for war. The countries of the west are slowly being entangled in their own quarrels, as Palaven and Raelus both seek to strengthen their influence in the region, with Ellessar attempting to maintain some order of stability among the nations.
Indeed, Aerion is in shambles, and should the nations that inhabit it continue along this path, the world would ultimately destroy itself. Some comprehend the peril this world faces, and some would have something be done about it. On the isle of Ekilore has existed a structure of colossal size (extending high into the clouds and being visible from all regions of Aerion) called the Tower of Oculus, which was built long before many histories were documented. There dwells the Monks of Ekilore, who have resided there for as long as people can remember. Although the nations by no means see eye to eye, generally all respect, or at least value, the opinion of the Monks, which come often in the form of prophecies or divinations. On the 1792nd year since the Founding of Civilization (FC), such a prophecy was formed. The Monks of Ekilore invited to their tower emissaries of each of the countries to hear their prophecy, one in which they say could alter the fate of the world.
You
Presented to you are two options, two roads to journey upon. One road begins on Ekilore, where you answer the summons of the Monks. This path will take you on a quest all across the lands, where you attempt to change the course of the world, and thereby save it. The fate of Aerion is very much in your hands.
Yet in a world filled with strife is also presented the prospect of opportunity. For whatever purpose, be it gold, gods, guidance or glory (or whatever else your reason may be), you have recently begun travel with a group of mercenaries as they make their way through the land. You will accept contracts from clients, which could involve anything from slaying foul creatures, saving or protecting innocents, removing heads off individuals, and anything in between. Yet the life of a mercenary, especially in Aerion, may be more than it originally seems.
10,000 CE --> 1 CE = Creation Era
0 CE = 0 HA as this date represents a change in eras.
0 HA --> 3000 HA = Heroic Age
3000 HA = 0 FC as this date represents a change in eras.
0 FC--> 1792 FC (Current Date) = The Founding of Civilization
Country Profiles
Ethora Founded: 617 HA as a collection of tribes; Founded formally in 1099HA National Capital: Rudell Language: Ethorian; Which has become the Common Tongue because of its wide use. Flag/Sigil: The Crowned Lion, with different colored gems around it
Government System: Ethora is traditionally led by a single king who supervises the actions completed by the different noble houses who rule over different political regions. These regions function as relatively independent nations but still pledge loyalty to the king. The individual houses are: Reigncliff, Taimor, Crosland, Larson, Welm and Morok. Current King: None as King Eliwood has been assassinated.
Culture: Ethora has perhaps the widest range of culture of any country largely due to the stark differences between the given regions within the kingdom. However, trends do exist as the northern regions are typically more conservative and militant while the southern regions are more liberal, placing a greater emphasis on trade. Each region is governed by a noble house with extends its own beliefs and traditions into its code of laws and values, producing practically independent countries unified by history and tradition. Despite this, the king's word is recognized by all and is followed usually without question. This does not stop conflicts between the other houses, which occasionally erupt into total wars if not resolved. Rivalries amongst the houses have developed over the years, some friendly and others not so much. Ethora is a well respected nation regardless and its bonds are strengthened by the notion that Ethora is a land of heroes and legends, and that its glory is without rivalry. It is Ethora's destiny to region supreme. Ethora is also surprisingly religious, with 90% of the nation following the Council of Nine, 5% practicing the belief in the One, and the last 5% following lesser known belief systems. Several notable citizens have renounced their faith in spirituality completely. Social mobility exists, making its class system nothing more than a convenient way to classify its citizens. However, class distinction is very high, causing occasional social unrest.
Falke Founded: 537 HA National Capital: Falcon Peak Major Cities: Kirklandand Skyfall Language: Falkmor or "Word of the Falcon" Royal Sigil: A Falcon Royal Colors: Black, Yellow, White Words: "Among the Clouds."
Government System: Traditional Feudalism in that the king of Falke gives out land to his subjects in return for loyalty. These gifts of land are governed by the powerful families of House Hawke and House Highborn. Current King: Frederick Highclaw III
Weapon proficiency, style, expertise: All forces in Falke specialize in archery and the use of spears and cavalry.
Culture: Since Falke's founding, it has always been a region that has attempted to be peaceful, organized and united. However, Falke's attempts have often been in vain, as Falke has been the subject of several invasions and rivalries with other nations, in particular Miraheim and Ethora. While modern day Falkians do not hold on to the same level of spite towards Ethora or its people, there is still something of a rivalry and apprehension towards them. Most of Falke's dislike has been redirected at Miraheim, its new rival in the FC era. The people and government of Falke like to think of themselves as open minded people living in a structured ordered society built on the ideals of peace and prosperity. Not as a conservative or self centered as Ethora's populace, Falke does keep its own hierarchy established in its social order with limited social mobility. However, Falke has a greater sense of social equality, limiting dissatisfaction in its population. Many Falke systems are content with their way of life, especially considering the social institutions in place, as Falke is a small(er) yet developed nation with an excellent education system and cultural developments. Falke is well renowned for its contributions to the arts.
Miraheim Founded: 206HA Capital: Gryfor Major Cities: Dergen, Renvall, Borr Language: When the original humans separated and moved to form their own distinct countries, the people of the land that would be known as Miraheim crafted a language based off the ruins of those who had inhabited the land many years prior. It is from this ancient language that the people of Miraheim established their own tongue. They called it Ormurmal, “Language of the Dragons”. Miraheim is proficient in the Common tongue as well, and Ormurmal has become largely ceremonial. Flag/Banner: http://t2.ftcdn.net/jpg/00/10/50/93/400_F_10509368_CulgwfyOHYlHvkBdQRVC2ZOCiDb06Py9.jpg Colors: Grey Words: On the Wings of Water
Government System: Miraheim is ruled by their High King by blood and divine right. This throne has been challenged much in the past. The High King’s word is law, and those under him must obey and respect his will. A High King who does not hold the respect of the people is an unwanted position to be in. Directly under the High King is the Maerr (Maerrun plural), the Miraheim equivalent of a Lord. The Maerrun rule Miraheim’s cities as well as the surrounding territory around those cities, known as provinces. There are 6 Provinces of Miraheim. The Maerrun rule these Provinces, while the King gets reports from a Maerr and rules the country as a whole. Current Ruler: High King Ranulf “Ironfist” Hroaldr
Culture: The people of Miraheim, known as the Highmen, are a warrior race, and are known by other races to be highly militaristic. They are excellent sailors, one of their major tools of trade, and own some of the best vessels in all of Aerion. Because of this, however, many in the nation also choose the life of piracy, primarily against ships of other nations, and on few occasions, port cities. They are generally enthusiastic warriors, and excel in all manner of warfare, but particularly at the sea level. Highmen have a deep dislike for most other countries besides their own, viewing them as inferior in strength, culture and religion. Above all else in their culture, however, is the pursuit for honor and glory. It is said that to take away a Highman’s pursuit at this is to take away their soul itself. No man or woman of Miraheim is worth anything without such traits. A great emphasis is also placed on the family. Highmen are among the most devout followers of tradition.
Weapon Proficiency, style, expertise: The people of Miraheim make excellent sailors, probably the best of any country, or at least one of the best. They prefer to use less armor in combat, and instead wear animal pelts like wolfs and bears. Highmen make the best axes in all of Aerion, and many of their warriors are quite proficient in the use of them. They also make excellent blacksmiths.
Mindirion Founded: 9,358 CE National Capital: Barazir Language: Remkhuz or "Speak like a Dwarf" Royal Sigil: Helmet of Thordain Royal Colors: Blood Red and Black Words: "Hard as Stone"
Government: Absolute Monarchy ruled by the Emperor or the Rasuh Etar. There is also the Grand Assembly (Mafol) which is composed of the leaders of all the major clans (now referred to as houses or Zoden). Current Rasuh Etar: Orthen Durgon; son Danull Durgon
Weapon proficiency, style, expertise: Dwarves favor heavy armor and large powerful weapons, often used to end a fight quickly due to their low endurance.
Culture: Much of the culture of the Dwarves has been lost following the closing moments of the HA period leaving Mindirion as a shell of its former self. Organized in a strict caste society, Mindirion is currently rebuilding with a small elite ruling class guiding a growing middle class through a careful reconstruction. Dwarves favor organization, meticulous design, and wealth above all else and society has been guided by this for some time, hence the establishment of a caste based society, organized cities divided into different specialized sections, a specialized military and a commitment to mining, smithing and trading. Dwarves traditionally live in mountains, in close proximity to valuable stones. Ie. Dwarves like shiny things.
Miracia Founded: 3,330 CE (Following their exodus) National Capital: Estel (Hope) Major Cities: Aranwar, Fornond Language: Elvish or Eldaquente (Elf speak) Royal Sigil: The hands of Tella Royal Colors: Dark Green and White Words: "One World. One People."
Government: The Elves are traditionally lead by a congress of Kings or Druids. Each Druid leads a number of clans and these Druids meet together in times of need. At the current time, they are 3 total. Current High Druids: Thalion, Vanya and Locien
Weapon proficiency, style, expertise: Elves employ the use of light armor and weapons, often dual wielding small swords or daggers and using long ranged weapons such as bows.
Culture: Elven culture is built around peace and appreciation of nature. Elves as a result, being wise, have stayed sheltered in recent generations as to avoid the warfare waged by their human counterparts. Divided into different tribes to allow Elves to affiliate with groups that share their belief systems, the Elves live fairly independent lives as a progressive, liberal people believing in equality amongst others. Elven pleas for peace and tradition have fallen on deaf ears in recent years, causing the Elves to dig themselves in a hole only associating with Falke on any level.
Ellessar Founded: 378FC Capital: Tallis Major Cities: Irus Language: The people of Ellessar speak the Common tongue of Ethora Sigil: A black helmet in the center showing five silver swords extending from it. Colors:Silver and Black. Words: "Strength through Order."
Governing System: Oligarchy- Ruled by the Silver Authority. The Silver Authority is an oligarchic-based ruling system, headed by the 5 Regulators of the Authority. Each Regulator has the same amount of power, and demand absolute rule of the city-state of Ellessar. A policy can be overruled by a majority vote of the 5, and new policies can be implemented by a majority vote. If a Regulator of the Silver Authority were to die or step down from rule, the others would vote in a new member of their choosing. Current Rulers: The Silver Authority
The 5 Regulators of the Silver Authority: Tybalt Greyhelm, Kilance Qarthwright, Hadrian Cromwell, Victoria Holden, Vermillia Bellasan
Weapon Proficiency: Ellessar, besides being known for their well-crafted ships, are also known for their swordsman. Swordsman of Ellessar are among the finest in all of Aerion.
Culture: The people of Ellessar are considered intelligent and known for a proficiency in abstract thinking. They are well-educated and well-spoken. Though less physically imposing than the other races, the people of Ellessar are shrewd diplomats and traders. It is for these reasons people of Ellessar are among the best in business terms, and a reason their nation is quite prosperous. The people of Ellessar also have a maintained sense of order and stability, both within their nation and without. Being the oldest of the new nations to the west, they take it upon themselves often to intervene in conflicts among the other city-states to maintain the given balance and stability among the Western nations, a region known as Rolsten. Their territorial claims are misleading. Although their city-state is the smallest of the four city-states, their military might is second only to Raelus. They also have quite a successful navy and are known for their unique ship designs. The people of Ellessar have a disgruntled relationship with the country of which they used to be a colony: Ethora. They often avoid trade with them if they could, and increase tariffs on most of the houses of Ethora. Because of this, and Raelus’ better relationship with Ethora, Raelus and Ellessar also do not get along.
Government: Absolute Monarchy Current King: Christian "The Burning King" Calason II
Weapon proficiency, style, expertise: The army of Raelus is diverse and skilled, capable of using a number of different weapons with skill and intelligence. However, they often favor the use of one handed swords and light armor, using speed to end fights quickly.
Culture: Dominated by an absolute monarchy, the people of Raelus are very much at the mercy of the king who can act on any whim he wants. Raelus is a state connected with efficiency, production, development and dominance. Despite being a young nation, Raelus believes itself to be destined for greatness, especially in its relative dominance in Rolston and in the Trader's Waters. This attitude has become reflected in its people who are often confident to the point of arrogance and firmly believe in the guidance of the King, almost to the point of worship. This is appropriate considering the lack of religious worship in Raelus, as religion has become a backwards institution replaced by industry. As a scientific nation, Raelus invests much in education and the sciences, making several advancements in recent decades. Raelus has evolved into a militaristic nation with a large standing army and navy, having adopted a warmongering attitude in its quest for dominance. Raelus' government has made extensive use of mercenaries, privateers, and pirates in its expeditions, rather than endangering its people. Crime has become controversial in the country, being somewhat accepted by the government depending on the offenders. Dominated by a small ruling class, the government nevertheless has dipped its hand into many dealings controlling nearly every aspect of people's lives. The populace does not seem to care, having become used to the treatment but understanding that the King has the best intentions for its people.
Palaven [spoiler]Founded: 692FC Capital: Garius Major Cities: Teyya and Ashera Language: Common tongue of Ethorian. Sigil: Bright white, with a red circle in the center, signifying the Church of One. Colors: Red and White. Words: "God and Glory"
Government System: Palaven is a theocracy dedicated to the One God. The head of the country is Armand Terrin, who also dons the title Voice of the One, and is said to be the holy connection between Aerion and the One. Alongside the Voice of the One is the Palaven Senate, the Senators of which are entitled to the same respect as the Voice himself, though not the same reverence. The Senate members are from the six main Houses of Palaven: Culliver, Ulminda, Sinoria, Caspian, Ersmend, and Artoss. Merek Culliver is the head of the Senate and hold the most power in all of Palaven besides the Voice himself. The Senate handles the day to day matters of the city-state, but the Voice ultimately has all authority over any matter, and can revoke a Senator’s status at will, and annul any law passed by any of them. Current Ruler: Armand Terrin, the Voice of Palaven
Weapon Proficiencies, styles, expertise: Fairly knowledgeable with spears, but not their distinction.
Culture: Religion dominates the culture of the people of Palaven. Whether in a day-to-day conversation with siblings or a meeting with the Senate, the religion of the One is foremost in peoples mind, seen in their speech, as they are often referring either to the Voice of the One or the One himself. The lifestyle of Palaven's citizens is rooted in ceremony and tradition, so much so that outsiders who venture into the country often find themselves constantly in danger of breaking social etiquette, or worse, in some matter insulting their religion, which can spark outrage or even persecution.
Character Sheet
Name: Age: (18+) Gender: Race: (You can be Human, Elf, or Dwarf.) Country of Origin: (You may be from any of the countries found on the map above. Country profiles are found in the section above, which has the information on the nations. I urge you to take a look at them before deciding where you hail from. Additional information can be provided) Appearance: (picture or description works) Personality: History: (Your back story. We urge you to look at country profiles when making your history, but this being an original world, feel free to roam. If you would like to make up a House, or a town, feel free to do so. There are few, if any, limits, we impose here.) Weapon Preference: (Simply put, your preferred weapon of choice. Some countries specialize in certain types of weapon proficiencies, and that could factor into your choice. But do not think of it as a restriction. However, because of the rarity of magic in this world, if you choose to be proficient in that, you cannot be proficient in any other weapon. For everyone else, there are two options: One standard weapon, and one minor secondary one). Side: (Do you want to be a member of the Knights of Ekilore or the Mercenaries?)