The World of The Continent Tech and Goal of RP Summary In Short the Goal of Everyone: Acquire more power Technological Level: 12th Century to roughly 1415 minus gunpowder.
The Hunt descends from their Black Ships, made from the claws of dead men, on an icy howl they cometh, freezing the blood of lesser men.-First line in the Dearg Ruadhri, the tale of the Spectres that come in the night as a furious cavalcade, and where they go, people go missing to never be seen again.
The Continent is the massive landmass for which the events of this story will unfold upon. A land of vast mountain ranges, wide rivers, fast flowing streams, numerous lakes, and dense forests covering hundreds of thousands of square miles. A land of sweeping prairie giving way to vast deserts. A land divided. Numerous Kingdoms, Duchies, Baronies, and city-states fight for land and riches. To the East the Appalae Mountains are fought over by the Kingdom of Valora, Edwardia Isle, and Silverthorn. The Michan Hill Tribes take whichever side pays them more. The Tennesa City-States, a Confederacy of Republics centered on the city of Nashvelle along the Nashvira river, dominate the Southern Sea trade. Their only major rival being the Saghirid Caliphate and the Gulf Sultanates dominating the Gulf region. The Oehais Confederacy is the largest union (nominally) of Merikos Tribesmen (Native American descendants) and fiercely independent. The Duchies and Petty Kingdoms of the Great Plains fight each other and the nomadic Plainlander Clans. South of the Plains the Texan region is largely a mixture of fortified villages and towns under local warlords. Into the Great Mountains the Kingdom of Normeros grows in power as it expands from the region into the surrounding territories led by energetic and competent leaders. To the West in the former Pacific Coast region the Northern Realms constantly fight internecine wars against cannibalistic tribes to the North and the Empire of Kali to the South.
The Continent is home to many peoples, faiths, and creeds. Alongside Humanity there are various races and creatures either akin or vastly alien appearance an intelligence. The three kindreds of the Elder Race: Aos Vaelle, Aos Sidhe, and Aos Svaer, tall and fair while possessing knowledge that can only be described as arcane. The Dwellers, great engineers and subterranean inhabitants, possessing squats and stocky builds though of poor eyesight during daylight. The Sea-Dwellers, cousins of the Dwellers, that have evolved to live underwater along the Coasts and near the Islands to the West (21st Hawaii) and South (Caribbean); who rumors about have knowledge for underwater vessels and frequent raiders along the coasts. The Giants, on average standing eight feet tall, with lumbering musculature but staunch pacifists except when pushed into a corner. A menagerie of other creatures both sapient and not abound. Humanity, however, is the most numerous and dominant species of the Continent despite it being tenuous.
History of the Continent
Import your goods today, for tomorrow you may be besieged.-Tennesan Proverb
The Time of Ancients
Once birds of steel and horses of iron roamed the lands. Great castles of glass and magical substance covered entire forests. Great beasts coursed across the land bellowing breath the color of dragon fire. A time of wonder now lost to the sands of time. Only a few scant ruins remain, crumbling, withered away or consumed by nature. Occasionally happened upon by unwary travelers or fishermen stuck on the spires of sunken towers. Their top spines, whatever purpose they served lost to us, a hazard resting below the waves for those unused to certain routes in dangerous waters. None know when exactly this time came to an end. Only that the most ancient of records of which are few, and almost all second hand sources copied down generation to generation by hand, or wrote by the scholars of the Aos kindreds themselves can only be deemed as partially accurate. The Aos Si, the precursors to the three current Kindreds, themselves an ancient and lost civilization even to us account the Ancient Era as long passed. What we can only speculate is that it came to a violent, turbulent, apocalyptic end at least several thousand years ago. However, there is several likely and probably mutually contributive reasons for the demise of this epoch.
Aos Si records attest to the Ziccara Virus, to them known as Mallaichte Cursed Bás or the Cursed Death, to the peasants it is the Plague of Unlife which attributed greatly to the end of this era. The dreaded disease that kills and reanimates the corpses of the recently deceased into shambling hordes of cannibalistic killers. Only seeking to acquire more hosts for the virulent disease. The most ancient of texts give that the Virus arrived from the South-East and spread to The Continent by Sea. Currently the disease is a rare sight and usually put down with all due haste before it develops further. For the disease is known to instill a sort of group consciousness among its infected to coordinate unseeingly against the living. Yes, for those late in the disease's stages lose the ability to see their future prey.
The second is attributed to climate change as given in the Prose Aimsir (lit: Prose on Climate) written by the Aos Si Eldraed aes Darthwen who also wrote about the Dwellers alongside a scholar of their own known only as Kuzden. Eldraed and Kuzden's work occurred over two thousand years before the present and despite their literature being well respected by current scholars it is still likely derived almost entirely by secondary accounts and educated guesswork based on present observations. As they postulated that The Continent experienced what could only be said as an Ice Age or Age of Frost as quoted from their work. That lasted for hundreds of year if not a thousand and devastated any civilization existing at the time.
The third likely source is that of mutual destruction from internecine warfare. This was probably in conjunction with one if not both of the previous examples of what befell The Ancients. The only account of which comes from partially translated fragments of Ancient text in the Encycloia Britaia. A dense series of texts preserved in Valkyria, themselves well worn and nigh unreadable for the most part, detailing events of great fires and heat. A possible metaphor for whatever faith or faiths The Ancients believed in.
The Elder Days
I weep for the passage of the Elder Days, when the magic fades, and the age of mystery gives way.-Script on one of the pillars of Valkyria's Temple of Zaeius which was constructed at the end of this era
The Elder Day's beginning is up for debate among various scholars. Only that is follows the Time of Ancients and is the period of which the various races aside from Humanity (except Merikos who state they where always present) arrived or appeared on The Continent. A time that is believed to have lasted approximately five thousand years though it may have actually be lesser or greater. A time when the Aos Si where the most advanced and dominant civilization of the Continent. Ruling over beautiful cities and wielding knowledge that could only be explained as arcane. Some say they even were able to bend the elements to their will. It was during this time that the Aos Si tamed Dragons and made alliances with the Giants and Dwellers, or subjugated them ruthlessly. What can be accurately said is that by the last centuries of this era the Aos Si where in stagnation if not outright decline. Population decline, internecine struggles, economic downturn, and the arrival of Humanity (or possible reappearance) onto the Continent from the North-West and East likely all were causes. But the true nail in the coffin would not be till the next age for the Aos Si civilization.
The Age of Migration
Humanity calls this period the Age of Migration, to the Aos Si it is Uair de Tráth Mairg (Lit: Time of Woe) and the Dwellers Tempo de Ai which would translate the same as the Aos Si version. This era is extremely short compared to the previous and succeeding Epoch. Lasting approximately 100-200 years depending on point of reference. Humanity arrived (or returned) in waves from the East and North-West. From the East they arrived in ships and fleets, while from the North-West they came by land, and encroached upon the declining Aos Si civilization. Their demeanor a variation of peaceful and warlike depending on leader or group. The Aos Si, eventually, took to war with Humanity for some reason long lost. Driving them to the brink until the Cataclysm of Solace, Solace being their primary city and hub of their civilization, which ruined the city and fractured their civilization. Reducing their already struggling people to a shadow of their former glory. Allowing humanity to fill the vacuum, for none of the other races had the strength or desire to fight, and spread rapidly across the Continent. Diversifying and establishing numerous polities. Humanity, perhaps even more than any of the other races, showed a remarkable tendency for internecine warfare and mixed attitudes to the other races. One ruler might be particularly tolerant of other races or a select race; while another launches brutal pogroms against non-humans.
Fourth Cycle of the Sun
The Fourth Cycle of the Sun, Tráth Fhómhair (Time of Autumn), Hora do Outono (Time of the Autumn) is the formal name given by scholars for the current era. Though it has many informal and alternative names in terminology. Fourth Age, Fourth Era, Spring and Autumn Period, it has many terms. Its beginning overlapping with the Migration period's end.
The Current Year is 1213FS
Major Races
Humanity
Humanity is the most numerous race on the Continent and can be found in practically every locale. From the nomadic desert tribes beyond the Rio Del Mara to the cannibalistic tribes from the Lands of Everwinter. From the cold winds whipping across Edwardia Isle to the Golden Coasts of Kali in the far West. Humanity numerically outstrips all the other major races combined and is extremely diverse in anything from language, appearance, to local customs and government style. The Humans of the Kingdom of Normeros for example have adopted the language of the Aos Vaelle alongside their own local Normerik tongue; the Tennesans have various dialects native to each city-state republic; while the Saghiridi despite being divided into various polities speak an almost identical set of dialects in one complete language. Feudalism and Nomadism are by far the most common forms of government followed by Republics like the Tennesans. Human religions are equally diverse with the Saghiridi practicing a form of Neo-Islam called Isla, the Tennesans sharing a common faith in Evangelica (Neo-Evangelical Christianity), The Normerans are firm polytheists with everyone else falling somewhere along the spectrum.
Kindreds
The Kindred, or Alders, Elderfolk, or incorrectly termed Elves, are arguably the oldest race on the Continent. The three present Kindreds trace their lineage back to the original single group of their race: The Aos Si, the People of the Sun, and once ruled the entirety of the known world. Described as attractive to the eyes of humans, fair faced with a disproportionately high number of fair haired persons among their race (brown haired Kindred is unheard of, and black hair is exceedingly rare), and on average taller than humans. However, only the Aos Vaelle seem to be on average noticeably taller by generally a few inches, while the Aos Sidhe and Svaer are usually just generally more lithe and lean than the average human. Since the Cataclysm of Solace the Kindred, including their once unified language of Kindarin, has since broken up into three distinct cultural-linguistic groups. The Aos Vaelle founded Valkyria and incorporated the Normerik humans moving into the area during the Migration period. As such Normeros is typically very tolerant of non-humans and many humans speak Vaedarin, the Vaelle's version of Kindarin, mutually with their own Normerik tongue. Kindred are also rather long lived compared to the other races, averaging about 125 years of age though the oldest of their race have reached the age of 200.
The Vaelle, Post-Cataclysm, followed an individual known as Prince Valyrian to the location of what is now Valkyria and founded the eponymous city. Forming the core of what would become the Kingdom of Normeros. They carried on their former civilizations Pantheon of Gods and Goddesses (Odan, Zaeius, Helian, Keres, Horus, Hira, Vena, Tartus, Artema, Athenea, Tor, Tyr, and Apollos) which the incoming Normerik humans took for their own. They got their name for the fact that the great valley Valkyria is located in, along the shores of Lake Evendyn, is ringed with Volcanoes called the Thirteen Fires. It also the only known location where the Valkur, or Dragons, breed in terms of natural habitat. The older Aos Si had managed, through complex techniques largely lost, to tame and ride the great beasts who were surprisingly quite intelligent if not sapient to a degree. Their succeeding Kindred possess the ability to tame and ride them to a degree, but only managing to successfully domesticate a few since hatching, and are generally too valuable to be sent into battle for fear of losing them.
The Sidhe are by far the most numerous of the Kindreds and either isolationist or existing in small communes/districts within tolerant regions. They are valued for their textiles, trapping, furs, archery, and stealth. Primarily preferring woodlands and mountains the Sidhe are generally a peace loving folk. Not nearly as Warlike as the Vaelle and Svaer. But when push comes to shove many an army has been ambushed by a well coordinated strike of Sidhe Rangers operating unseen. Unfortunately the latter reputation has led to them being persecuted on and off by many Human realms. Deeming them untrustworthy or worse. The Saghiridi paradoxically value male Sidhe as assassins and female's as concubines though offspring from such intimate relations are usually disinherited and sent to join some other organization.
The Aos Svaer have a rather dark reputation among the peoples of the Continent. After the Cataclysm of Solace the Svaer operated as militant pirates and brigands before relocating to the Islands of the Karib (Caribbean) and Hawair (Hawaii). Operating primarily as mercenaries, pirates, and bandits. Svaer primarily view the other races, especially humans, as inferior and largely deserving of slave status if not outright genocide. Seeing as all the lands of which Humanity occupies as rightfully their own. However, being the fewest in number and not united in any shape or form the Svaer are left to operate on the periphery. In appearance they resemble Sidhe except for the fact that out of all three Kindreds the Svaer sport significant numbers of black haired individuals.
The Dwellers
The Dwellers are one of the native races to Continent and resemble humans except being more squat and muscular. Not generally shorter than Humans, at least by a significant margin, they possess upper body strength like no other. Indeed if a Dweller challenges you to a game of arm wrestling you would do well to reconsider saying, "Ye.' However, Dwellers have notoriously sensitive eye sight and feeling to their thermal environment. Often having to sport darkened goggles on the surface to not be blinded by the Sun and when they do remove them often suffer nearsightedness or blurred vision. Able to detect the most subtle of air currents under ground this swiftly can become disorienting on the surface due to the more free flowing air. Dwellers not accustomed to extreme heart or cold typically do not fair well as a result of this impaired thermal sensitivity above ground.
Dwellers are valued as miners and engineering siege warfare. Able to tunnel under or even through enemy defenses with uncanny accuracy and skill. To being excellent close range melee troops above or below the surface. But again above ground their impaired eyesight does prove a problem and even sporting armored goggles cannot fully remove the danger.
Sea-Dwellers
The ocean going cousins to the Dwellers living on the Continent. They call themselves the world's best swimmers and supposedly retain the skills to build submersibles. Though this may just be myth borne of the fact that Sea-Dwellers can breath underwater via gills in their necks and accordingly their webbed hands and feet allow them to travel underwater at incredible speeds. A Sea-Dweller war party rising from the incoming waves on a beach has been many a fisherman's worst nightmare. Aside from raising Sea-Dwellers often have a presence in or nearby major harbors. Selling goods and artifacts recovered from beneath the ocean's waves.
Giants
The Giants are a rare sight, and often exaggerated to impractical proportions. Most are about eight feet tall and proportional, surprisingly gentle, and extremely pacifist in regards to violence. Only attacking aggressively when needed and usually stories of them attacking Human settlements is due to the truth being simple: The Humans tried to kill them or encroached on their land. They are by far the rarest of the races on the Continent and not unified in any shape or form. Preferring small clans of roughly a dozen or two dozen individuals at most.
Rules 1. I reserve all rights as GM to make rulings and appoint Co-GMs who may also make rulings of their own. 2. I reserve the right to blacklist or deny role players entry for breaking RP or site rules. 3. No flame baiting or godmodding a given situation (unless specifically agreed between role players and an GM notified) 4. Rules are subject to change 5. Character deaths may happen, sorry, don't try and be a mary sue 6. A grace period of 72 hours will be allowed for tags and reservations unless prior arrangements are made with the GM. 7. Do not be inactive for more than three consecutive days without notifying the GM. 8. Have fun, eat a cookie, burn your ex's house down. 9. IC post length is expected to be approx. three paragraphs or in other words about twelve complete sentences with header. I expect at least High School level grammar and spelling. 10. Three strikes and you are out.
CS Template (feel free to use something more extensive) Name: Age: Gender: Sexuality: Relationship Status: Race: Place of Birth:
House: House Sigil: Title: Head of House: Important House Members: House History: House Territory: (Mark on map)
My CS Name: Eimhir I na Nyrmeris (Vaelle version of Normeros) Age: 93 Gender: Male Sexuality: Heterosexual Relationship Status: Single Race: Aos Vaelle Place of Birth: Valkyria, Royal Palace
House: Nyrmeris House Sigil: A golden dragon under a silver crown on a black background. Title: King of Normeros, Grand Prince of Valkyria, Lord of Evendyn and Protector of the Realm. Head of House: Eimhir I na Nyrmeris Important House Members: Eimhir I na Nyrmeris, Ailios na Nyrmeris (Princess), Iseabail na Nyrmeris (Princess), Alasdair na Nyrmeris (Prince) House History: The House of Nyrmeris was one of the original noble houses in the Kingdom of Normeros, or at least dating back to the Migration Era when King Aimlaith I na Nyrmeris reigned as King of "Evendyn," the precursor state to Normeros which would come into being by the 200's. The Kingdom would coalescence with the coronation of Aimhir II na Nyrmeris crowning himself King of Normeros (Nyrmeris in Vindarin or land of fire and water), becoming Aimhir I. Aimhir I na Nyrmeris ruled in peace for the remainder of his reign and was succeeded by his eldest son, Tearlach, who conquered Dol Eleia in 322. Tearlach and his successor Aimhir II would gradually extend Normeros power while increasingly incorporating the Normerik humans in the region. The reign of Uailean III in the 8th century marked a change of pace in the gradual expansion of Normeros. The Ziccara virus swept through the region, devastating towns and villages, causing Valkyria to close its gates for the entirety of Summer and causing famine as a result of lost crops. Normeros as a result entered a period of stagnation if not outright decline until the mid-10th century when the succession of Aimhir IV to the throne of Normeros reversed this trend. Leading his generally smaller but more efficient armies to re-exert dominance over the region and even expanding upon pre-plague boundaries. Forming the Southmark territory from annexed territory and later establishing the border barons. His successful Siege of Arizora in 949 cemented Normeros control over the South-West as far as the Northern terminus of The Divide.
The succession of Easaeidh I na Nyrmeris, the Kingdom's first ruling Queen, was equally energetic and she celebrated the nation's millennial celebrations. Furthering the claim that the Kingdom originated during the Migration Era. Despite the fact it was not formerly such until the reign of Aimhir I. Easaeidh I however died of mysterious circumstances to be succeeded by her son Aimhir V; but his sister Seasaidh managed to convince half of the realms nobles to rebel in her favor due to the suspicious nature to their mothers death. The Kin-War raged for just under a decade and devastated the Kingdom for half a century. Despite this reversal, which ended in the defeat and imprisonment of Aimhir V; albeit temporarily as Aimhir would later escape, rally, and defeat his sister in pitched battle. The Battle of Dara would end in the imprisonment of Seasaidh and the re-coronation of Aimhir V as King in 1064. The succession of Saimhir I would restart Normeros expansion. Leading to the conquest Dar-Il-Fe and finally the peaceful assimilation of Westmark in 1071. This was continued with the reign of Reidhovir who accepted the vassalage of Teton and Szalem by 1117. What followed was a period of unprecedented peace.
The succession of Eimhir in 1195 has led to the promise of further expansion and potential clashes with the Empire of Kali and the realms of the North-West. House Territory: Kingdom of Normeros
Occupation/Profession: Monarch Skills: Administrator, General, and Father
Appearance
Hair: Blonde Eyes: Blue/Green Frame: Lean Tattoos/Distinguishing Marks: Scar across left shoulder.
Characterization Alignment: Lawful Natural/Lawful Evil Personality: Eimhir's personality is one of rigid willpower and headstrong determination. But this belies a cunning intelligence. Eimhir values law, order, and tradition as precedent in regards to his realm or subjects. Making decisions that morally may seem apprehensible but with foresight are rather pragmatic. To his foes he is exploitative and Machiavellian; possessing an all to eager drive to continue the expansionist dreams of his predecessors. Biography: Eimhir was born in the Royal Palace in Valkyria, supposedly within the Samhraidh Gréine (Summer Solarium) ón a calm Saturday evening in the Autumn of 1121. Born to King Reidhovir and Queen Taesa of Dol Eleia the young Eimhir was the middle child of three siblings. His older brother Reidhovir was destined to become Reidhovir II; at least until he accidentally drowned in 1174 along the Aethyros River under unclear circumstances. Allowing Eimhir to eventually succeed to the throne of Normeros in 1195 after the death of Reidhovir I. His younger sister Raemora left unexpectedly that same year for the Empire of Kali. Again the exact circumstances where never disclosed either deliberately or incidentally.
Eimhir would describe his childhood as something between tedious study and the bore of courtly life. Evidently, Eimhir never loved the flamboyant yet rigid life at court in Valkyria. As such he enjoyed leaving the city whenever he could and was often accompanying his father ón campaign. Since, he initially was not heir to the throne and accordingly more expendable in the eyes of his father. Something he did not mind making evident to his constituents should they be brave enough to ask.
The succession of Eimhir was as per usual, full of fanfare and feasting in Valkyria, and five full days of Contrareguilla and Penance Bouts. Featuring all manner of fighters and creatures from across the Kingdom. The reign of Eimhir has been described as a period of tension and militarization of society. Economic growth from past conquests and the Crown spending money ón the expansion of its military forces.
Family: Ailios na Nyrmeris (Princess), Iseabail na Nyrmeris (Princess), Alasdair na Nyrmeris (Prince), Elaena na Nyrmeris (Wife, died in 1198).
Likes: Equestrianism, swimming, chess, and spending time in the Royal Hunting lodge at Vaeghorod. Dislikes: Bankers, religious fanatics, and cowards
Character Strength: Charismatic and able to deftly walk the dance of intrigue alongside leading armies in battle. Character Weakness/Flaw: Possesing a short temper and sociopathic tendencies.
Interesting Facts / Quirks: Possesses heterochromatic eyes where one is a pale blue and the other a noticeably deep see blue.
Nation Name: The Empire of Alfheimr Ruler: Emperor Leopold I of Old Sarin Government Type: Imperial Monarchy/Autocratic Council Government Hierarchy: The Emperor: Who holds absolute power over his personal subjects and is the top feudal lord in the Empire. The Empress: The Empress' power is more or less influence based and primarily relies on patronage. In an Empire were sons inherit before sisters the Empress is more or less a symbolic position rather than one with any political or military power. The Imperial Crown Prince: The heir to the Empire bears the Titular title of Imperial Crown Prince, but also the title of Grand Count of Westmark centered on Thainzhelm. This in effect also makes the Prince a member of the House of Magnates. The Imperial Princess's and Princes: The members of the Imperial Family that are not currently heir to the throne bear this titular title.
The House of Magnates: The House of Magnates is the Council of all the Dukes, Princes, Princesses, Vice-royalty, and Counts of the realm. Their power is more or less determined by the aptitude of the Emperor and can be dismissed but not dissolved. The House of Magnates takes its roots from the Kingdom of Sarin's Royal Assembly and the All Gathering from the Northmen. The House of Magnates is called to discuss matters of state and to decide on a course of action when all the powerful feudal lords opinions matter.
Ducal/Direct Counts/Jarldoms/Vice-Royalty: Individuals of middle status on the feudal ladder. Holding sway over entire regions of the Empire and answerable only to the Emperor's Decree's and Laws. The power of these Lords and Lady's in regards to the Emperor are at a precious balance. Current Duchies, Direct Counts, and Vice-royalties: WIP
Counts: Under the Mid-level Lords are the various Counts.
Baron's: Barons are the smallest landholders in the Empire aside from Knights to be regarded as nobility and are under the Counts.
Knight: Knights may hold land but are regarded as the lowest form of nobility.
Constituent States of the Empire -Kingdom of Sarin (Emperor's personal fiefdom) -Grand County of Palan's Landing -Grand Duchy of Ostmark -Principality of Regensheim -Duchy of Ragnar's Hold -Principality/Jarldom of Thainzhelm -County of Windstorm -Grand County of Niederik -Grand Duchy of Southmarch -Duchy of Dietmold
Imperial Council: The Imperial Council is made up to assist in the running of Empire and administration of its various parts and bureaucracy. -Master of the Imperial Fleet: In charge of the Imperial Navy ships operating out of Palan's Landing. -Imperial Marshal: Chief commanding officer of the Emperor's Army. -Lord Commander of the Watch: Commands the Watch of Sarin and the enforcement of Imperial Law in the Emperor's personal territories. -Master of Weights and Measurements: Oversees taxation, Commerce, and the Imperial Treasury. -Imperial Archmage: In charge of the Imperial Magi in the employ of the Emperor. -Master of the Horse: A position of great respect and accompanies the Emperor onto the battle field. The Master of the Horse not only manages the Imperial stables but also the Imperial Battle Standardl the Imperial War Flag. -Seneschal: The Emperor's personal Steward
Formation: 562 AL by the personal union of the Kingdom of Sarin and High Kingship of Norzheim Succession Laws: Primogeniture Gender Laws: Agnatic-Cognatic whereby if their are no direct male descendants or next of kin a female may inherit Geographic territory: http://imgur.com/s69VyQh Population: 3.5 Million Military Strength: The Emperor himself can effectively wield a field army of roughly 30,000 soldiers.
Imperial Orders
Imperial Order's are anointed organizations that have Imperial Patronage or pledge loyalty to the Empire in exchange for holdings and charters.
The Imperial Order of the Brotherhood of Taahl: A religious order that only fights enemies not of the faith and the premier Witch Hunters of the Empire. The Emperor is the Grand Master and while does not exert total control can influence their activities and doctrine. They number less than a hundred individuals.
The Jomsvikungr: An order of Warriors dedicated to Tor, Njor, and Thunraz. They see the Emperor as the leader of their people and will gladly fight the Empire's enemies. But are not interested in fighting for religious reasons. They are adept raiders and mariners numbering a few hundred at any given time. They operate from the hill fort of Upzala several leagues North of Azgaard.
Holy Convent of Vaemidia and the Warrior-Sisters of Sarin: A convent of warrior nuns who believe that the ultimate redemption is the continual fighting and purification of ones soul against the influence of the Dark Ones. Numbering just over one hundred individuals the Convent is tasked with the destruction of the demonic, redemption of the damned, and the containment and destruction of dark artifacts.
Army of the Empire: The Army of the Empire is a name signifying troops not of the Emperor's own but of the feudal lords. During times of war these troops are raised for the common defense and protection of the realm alongside any campaigns. Also counted in an Army of the Empire are retinues, professionals, and mercenaries in the employ of a feudal lord. In addition feudal lords are not obligated to send their entire levy but rather a portion they see fit. As such the entire levy of the Empire can vary wildly, but by the Consensia Levux written by Imperial Marshal Heinrich vas Opeln in 593 AL, keeps a register of the expected levies from the feudal lords of the Empire.
Imperial Navy: The Imperial Navy is charged with the combating of piracy, protection of ports and merchant ships, and fighting the naval threats of other realms. The Navy at present contains 14 Galleys, 7 Brigs, 6 Barges, 3 Sloops, and 26 smaller vessels. Given the geographical location of the Empire the Navy is often assigned to supply and transport the Army. The Navy is paid for by the Meerum Tax levied to all the constituent states of the Empire.
Military Info: The Imperial military is divided into three distinct branches. The Emperor's Army which is made up of the Emperor's own soldiers and levies; The Army of the Empire which is drawn from the various feudal lords; The Imperial Navy which is paid for by the Imperial treasury. The Imperial Army is a catch all for the first two branches as both the Emperor's troops and feudal lords are considered Imperial.
The Imperial Army in general was formed by the joining of the Kingdom of Sarin (Royal Army of Sarin) and the High Kingship of Norzheim (various Jarls and their Huscarls/tribal levies). Both realms had different methods of fighting. Sarin based around heavy cavalry and levy infantry complimented by longbowmen; while the Northmen relied almost exclusively on light and heavy infantry with plenty of archers and light horsemen organized along household lines; Usually maneuvering in ad hoc formations. Emperor Maximilian ordered the expansion of the royal retinue of both realms into the Emperor's Army. While the feudal elements would become the Army of the Empire and together form the Imperial Army.
This mix was not perfect and took a few decades to be molded into an effective fighting machine. Combining the speed and ferocity of the Northmen to the organized formations of the Saerheastans of Sarin. Thus the Imperial Army took shape under the Emperor Maximilian during his conquests and consolidation of the Imperial Throne.
While in 570 AL the Emperor became the Blood Chieftain of the Jomsvikungr by unanimous election after the death of the last Blood Chief. A year later the Holy Order of the Brotherhood of Taahl which had existed since the 520's swore allegiance to the Imperial Crown in return for patronage. The Emperor granted them the Castle of Solingantz on the Southern shores of Lake Telkontae. During the Summer Solstice of 587 AL Maximilian assisted in the founding of the Holy Convent of Vaemidia and Warrior-Sisters of Sarin by petition. Granting them an old church in Old Sarin now known as the Cathedrum of Our Holy Lady.
The Empire until the ascension of Fyrdinand was expanding rapidly. Maximilian conquered all of the Saerheastan realms within the Kalzmere Mountains save for Southmarch which stood in alliance (until it's incorporation in 625 AL). In addition the Emperor conquered Windfall, Paleis, and much of the Stormwoods by 596 AL. The Emperor's son Fyrdinand inheriting a realm with a full treasury from war spoils and a budding bureaucracy to assimilate and govern the newly conquered territories.
The Imperial Army would be divided during the Alfheimr Civil War between the forces of Emperor Rudolf and the usurper Allbiert vas Dietmold. The primary belligerents where the Emperor's Army and the personal forces of Allbiert, however other nobles from across the Empire did participate to varying degrees. In this capacity the Army of the Empire ceased to exist during the ten years of civil war.
The Army of the Empire would see action during the Frostling invasion of the North with the Imperial Army suffering terrible losses throughout the years. But would emerge victorious on numerous occasions despite horrendous setbacks and casualties. Ultimately with the aid of the Dwarves the Empire managed to rout the Frostlings.
Currency: Throne's: A White Gold coin Imperial Crowns: Gold coin, 50 Crowns equal a Throne Ducat: A silver coin, 10 Ducats equals one Crown Moon: A small silver coin, 4 moons make a Ducat Copper: A copper or bronze coin, 50 Coppers make a Moon.
Examples of Price Index A Loaf of bread costs roughly 6 Coppers A pound of meat costs about 30 Coppers A castle forged (well forged) sword is worth roughly 2 moons or a Ducat pending on size and material. A simple pack horse can be worth anything from 1 moon to several Ducats pending on breed, age, and training. A suit of plate (well forged) can cost several Crowns
History: The Empire of Alfheimr at its core grew from the joining of two separate realms. The Kingdom of Sarin and the High Kingship of Norzheim and both had been inherited by Maximilian the son of Aalen VI of Sarin who was the only surviving relative of the past High King. Thus joining both realms under one Dynasty and ultimately forging a new realm from it.
The Empire under Maximilian I was a mix between periods of peace and wars of expansion. Maximilian believed that the Saerheastan or Rythfae as he would call them and the Naedse or Daz Volk should be united for the common good. That all of their realms should be brought under one banner or at least held in alliance. The only exception was the conquest of the Volyorian City of Windfall. Windfall was prized for its location, controlling the Stormy Coast and a node for trade from North and South by Sea.
Maximilian also curbed the power of the nobility with the Edict of Maximum Privileges (572 AL) that forbid foreign nobility from inheriting lands within the Empire and open warfare between noble Houses. However, as compromise Maximilian founded the House of Magnates in 583 AL to keep popular support from the noble families of the Empire while raising numerous lowborns loyal to him in the aristocracy.
Maximilian wed the Valtmari Elf Taluria "Tala" Tamerian in a grand public ceremony in 566 AL. Bearing several children over the years, a rare feat since children of mixed blood were few and far between. Thus the Emperor's children also contained Elven blood and bear a mix of features. Fyrdinand is often described to possess eyes like the nights sky with hair the color of the Sun with a hue of red flame, and despite his age remains looking years younger. Evidently aging at a slower rate physically due to the mix of Elven blood within him. They say all Half-Bloods are given a choice to belong to one race at one point in their lives.
The Empire religiously is still affected from the events on the God's Isle that transpired in the year 515 AL. The Empire vigorously hunts and kills those aligned with the Dark Ones or other "heretical" influences. Witch, Demon, and other Hunts have occurred throughout Imperial history with many pogroms sanctioned by the monarchy. The founding of The Holy Order of the Brotherhood of Taahl (later switching the Holy for Imperial to signify their ties to the Empire) in the early 520's espouse that lineage.
The Emperor Fyrdinand ascended the throne on August 25th, 596 AL. Initially he was an unpopular ruler and made many political mistakes early on in his career. Culminating in the Paleis Rebellion of 599 that was successfully put down. Fyrdinand was advised to let the surviving members of the rebel leadership pardons as a sign of mercy. Fyrdinand instead ordered them publicly beheaded in Old Sarin. It was feared that this move would be seen as tyrannical in nature, but it instead cowed the nobility. Those not loyal to the Emperor at least feared his retribution.
The Empire would largely in peace until the Alfheimr Civil War during the mid-7th century. This conflict proved draining and allowed the Frostlings to penetrate the Empire's defenses in the succeeding decades with far less resistance. Ultimately the Empire managed to defeat the Frostlings, narrowly, and with aid from the Dwarven realms who knew that if the humans and elves fell they would be next. As a result many of the Empire's populated areas where devastated beyond compare.
Character Development Character Name: Leopold vas Valkyr Character Race: Saerheastan/Rythfae and Mari Character Age: 34 Character Birth Place: Imperial hunting lodge at Oberbayren Character Physical Description or Image (as in Picture): Character Biography:
Leopold, the first Emperor to be so, was born not at Eagle's Claw Castle but at the Imperial hunting lodge of Oberbayren. Nestled near the town of Bayren, a longtime fief of the Kings of Sarin and now Emperor's of Alfheimr. Leopold was the firstborn son of Empress Ophelia and her Royal Consort (but not Imperial Consort since the Empress made sure actual power remained hers) Gildur von Ehlerhohe. Grandson of Emperor Rudolf II and back to King Palan centuries ago through his mother, and through his father back to one of the first Royal Marshals of Sarin Regyus vas Eaherhoehren. Leopold also has elven blood in his veins from his maternal great-great-great grandfather Emperor Maximilian I wife Taluria Tamurian. The traits of which have not dimmed in the mainline of their descendants. The Imperial Family is known to age slower and have features both human and elven. It was rumored that Emperor Fyrdinand even had the pointed ears of the Mari.
Leopold grew up mostly in Oberbayren and Old Sarin. Tutored under various teachers and even spent a couple summers at the Twilight Fortress learning various ancient lore's from the libraries there under the watchful guide of the bastions priesthood. Becoming a man more like his great-uncle Maximilian, a respected war leader, and honorable man. The now long deceased Imperial Marshal was one of the few humans who would also be in the annals of Elf and Dwarf as a honorable if not venerable figure.
Leopold, the Imperial Crown Prince, was invested as Count of Bayren much like his ancestor Aalen VI was at a young age, and unlike his predecessor did not take long to mature because of it. Becoming an adept administrator and stern upholder for justice. His first actual combat experience was at the age of 23 when he led a punitive expedition North of the River Atanos chasing a bandit group. Cornering and obliterating the bandits as they ate breakfast by their camp during the early hours of the morning.
At the age of 32, Leopold was crowned Emperor of Alfheimr, and inherited all of his mother's fiefs. The fief of his father's family, Barony of Ehlergaard, was passed to his younger cousin Selene at his decree.
Their Lineage Character Dynasty/House/Clan: vas Valkyr Family/Dynasty/House Sigil or Banner: A Half-Eagle Half-Dragon hybrid in gold over a black field. Origin of the Family/Dynasty/House: Originated with Maximilian, son of King Aalen VI of Sarin and nephew of High King Bjornn of Norzheim. Their lineage stretches back as a result to the Saerheastan arrival under King Palan 779 years ago, and the arrival of the Naedse some 730 years ago. Character Dynastic History:
The Vas Valkyr have been the only Imperial Family to possess the Throne of Alfheimr since it's creation.
Personal Effects Acquired Skills: Master swordsman, adept equestrian, adept archer. Mastery Level of Skills: Equipment/Important personal items (if applicable): Saelring, Shield of Ramiene, and Orb of Valantis (an orb that protects Eagles Claw Keep from magical intrusions). In addition the Imperial Family has Vaalgrund the Imperial Greatsword of Aalen VI that was forged with the help of Balerion the Black.
Acquired Magical Items: Gilded Chain, protects user from magical attacks.
Character Development Character Name: Lucaya af Sveipjoddottir (Birth name), Lucina Bloodmane (current) Character Race: Naedic Vampire Character Age: 535 (appears 19) Character Birthplace: Village of Haemskallur (abandoned), Born December 22nd, 144 AL Character Physical Description or Image (as in Picture): Lucaya possesses raven hair with streaks of blonde. Earning her the nickname, "star hair," by the warriors of Sigurd. Her eyes are piercing grey with flecks of green and purple. She is beautiful by all accounts, and quite the seductress despite her reserved personality. Character Biography: Lucaya was the daughter of Sigurd af Sveipjod, a Naedic Chieftain that controlled a village along the Western shores of the Fjord of Freyja. In the many smaller Fjords that ring the area. Lucaya lived a peaceful existence as the daughter of the Jarl, at least until 12 when a Vampire raid occurred. Most of the villagers where killed and her father turned. Lucaya was spared, some say the Vampire leader took a fancy at her, though she was never raped. In fact the Vampires took care of her as they bore her back to Vampyra. A city they had just claimed by conquest.
There she lived as a human until she turned 19, when her father in a coup killed the former Vampire leader that had burned their village and took control. He turned his daughter out of fear that she may die and he live on. A last remnant to the life they both had one would suppose.
In that time Lucaya as learned many things about the world, and that cruelty is never in short supply. Her father, having for years striven to be the man he was before being turned, slowly slipped into being a ruthless leader of the undead. The constant infighting and cajoling that plagued the politics of Vampyra was suited to the warrior-chief of the Naedse.
Now she is the daughter of Sigurd Bloodmane, and has earned her own laurels with his fathers new, "tribe," as he is wont to call them. That being the Blackhearts.
Lucaya, however in all her years has become rather learned. A capable shield maiden in her own right, and learned thanks to her unaging body.
However, disaster for her came in 739 when the Vaedin surprise attacked Vampyra. Slaughtering the native Vampires and their underlings in a ferociously unexpected assault. Lucaya had been away on a raid with her father when it happened. Thus the Blackhearts where largely unscathed but now essentially homeless. Her father Ragnar took the Blackhearts North to the Zharythin Mountains. Lucaya however disdained this and left on her own. Traveling far and wide until she caught wind of an ancient artifact; The Orb of Najminur, located in Midheim. Her journey was arduous and fraught with danger. She was journeying into uncharted lands. There she vanished. But she found it. Held within a dark cavern hall hewn from a cliff face. But when she touched it she disappeared in a swirl of a vortex. Being taken from this world to another. A world with little to no magic, flying machines, and ships made of steel.
But she managed to return. Appearing in the scorching sands of the Deep Desert, where she should have died, had she not been happened upon by Anotan merchants traveling in caravan to Iskandrun. Disguising her vampirism she managed to make it to Iskandrun and thence to Kaerndun where she stole a horse. Intending to return to the Zharythin Mountains. That is, if not for the fact, that something is pursuing her.
Their Lineage Character Dynasty/House/Clan (if applicable): af Sveipjod (former), Bloodmane (current) Family/Dynasty/House Sigil or Banner: Red Crow on black field clutching a skull Origin of the Family/Dynasty/House: Arrived on the Continent during the 40's AL and settled along the Western shores of Freyja. Character Dynastic History (History of your family): The Sveipjod's was one of the original clans that arrived on the Continent. Descended by Bjorn Serpentslayer and allegedly by the Valkura Kazja. The Sveipjods retained a village along the Western fjords and shores of the Fjord of Freyja. They where not powerful nobles, being relatively minor, but wealthy enough to tend to their people and themselves well enough.
Personal Effects Acquired Skills: Melee combat, archery, sailing Mastery Level of Skills: Master of sailing, adept melee combat, and adept archer especially with a short bow. Equipment/Important personal items (if applicable): Lucaya has black armor like her father, full plate, but it is light and does not easily hinder her nimble body. For it was forged by the Shadow Elves of the Southern Kalzmere hundreds of years ago, and taken on a raid in 210 AL. Being a gift presented to her by her father. Moonsinger- Lucaya's sword, forged out of black iron with red edges. Its bone handle was once the hand of an Ungarn horselord that crossed blades with her father and lost. Bow and 48 arrows dipped in poison. Acquired Magical Items: Orb of Najminur
Gaea, the world, crafted in the image of the primordial; bathing, in all their glory and beauty. But also, their terrible, terrible passion. A world of wonder as much horror, and by no means short of middle ground to assail the common folk.-Eonwaris, Chief Scribe and Historian of the Twilight Fortress. The Attributes of Fate, Vol II, iii.
The Birthing: A Prose of Creation
In the beginning there was nothing, ever darkness, save for a mass of formless energy anchored in the center of this ever dark. For an eternity this was all there was; but, through the passage of eons the energy burst and waxed like the moons. In an ever and all directional tidal wave the cosmos was born as the antithesis to this prior nothing that surrounded it.
As this energy gave manifest to the Heavens the first to arrive were the Vaulted Ones. Great Beings, giving the Heavens material form and shape, and the foremost among them: Aeman. Aeman gave the cosmos laws and shaped Heavenly bodies across the skies. It was Aeman that planted the seeds of twin arks, spherical bodies that would be host to life. For Aeman saw that the ultimate destiny of the cosmos was to belong to other, smaller beings that would wonder at the ever changing universe in full glory.
These twin bodies, Aearth and Gaea, two bodies representing one creation. For countless years Aeman and other Vaulted formed, gave birth, and soothed them into being hosts for life. Teeming with plants, animals, and forming in their own images the sentient races. These younger races were like children thrust out onto the wider world.
But, not all of the Vaulted Ones shared this value for being the caretakers of things deemed so small and insignificant in an ever expanding universe. A schism, unlike any that would come after, developed and broke the Vaulted Ones into two. The Dark Ones who wished to exert influence over these lesser races. Rather than shepherd the younger races to fruition. Thus, darkness wrested with light, one seeming to triumph over the other before being driven back. In a last act of love Aeman cut out his own soul and split it into two. Driving his divided soul into the hearts of Aearth and Gaea and thus banishing the Dark Ones from freely walking on both worlds. But at a cost, Aeman was split into two; Vaemidia, bringer of life; Avalar, bringer of death. For in the final act of selflessness was borne hope.
However, the Dark Ones would not be so easily cheated, and thus in a last act of spite they sundered the twin arks. Separating Aearth and Gaea from one another for all eternity…
Introduction to the wide World outside one's door. Welcome to Gaea! A world of wonder and danger, magic and sorcery, beauty and horror! This is a role play/world-building/hang-out-for-fantasy–lover’s type deal. So this is meant to be rather large scale, but always the primary focus is to have fun and enjoy your time here. There will be role playing, and lots of it; also, there will be world-building. Every setting needs a world and I always enjoy allowing other people to create their own stuff within the already established lore. This allows everyone to get their own piece of the pie, and like ingredients to said pie, coming together in utter deliciousness. Yum…pie.
As such I invite people to take the already established world and through role play or adding in ideas mold it to whatever shape we can create. Do you want to rise and create your own realm? Overthrow a monarch? Become a Vampire? Be a Monster slayer? Perhaps being a Mercenary? Hell even a prostitute-assassin-sorceress hybrid. The choice is yours. The role play as a result is rather freeform in terms of narrative. RPers will be brought together loosely in a general plot arc, but otherwise be free to pursue their own goals.
Gaea, is a fantasy world, and whenever possible leaning to realism or low fantasy with just enough high fantasy to allow variance. There are of course many established nations and cultures people can relate to our own world in real life. Such as the Greco-Roman/Byzantine themed Paletine people, the Norse themed Naedse, the Hungarian themed people of Eszog, and the Germanic/French Middle Ages themed Saerheastan realms. If you look at the whole map you’ll see references to the Khmer Empire, China during antiquity and middle ages, the Mongols, African Tribes, Middle-Eastern Caliphates, Migration Era tribes, and the whole nine yards.
This is mixed with Elves, Dwarves, Dragons, and so forth. So the exact Genre of Gaea would fall into Fantasy in the broadest sense of the term. It had high fantasy beings and creatures but low fantasy realism. You are not invincible and Gaea can be just as dangerous as our own world. That guy you picked a fight with a bar could stab you in the back when you're facing the wrong way. That Dragon you insulted, just ate you, and by now hopefully you're catching my drift? I will take charge as OP the progression of time. I will be strict on travel speeds and not afraid to kill off characters. This is meant to add weight to your actions and make one think. Maybe it wasn't a good idea to attack that Dragon after all?!
The size of Gaea is also large and encompassing. The Continent, the central landmass from which most of the action takes place, is roughly the size of Asia.
Roleplay Mechanics
The role play puts you, through the eyes of your characters, into this world and allows you to experience it in full. However, the world does not center around your characters. This mechanic is a ripple effect. I will act in the capacity of a Game Master with our characters going through the world in a rather D & D style narrative of having a tight story set against a loose backdrop of events. Think Witcher 3 or Game of Thrones in that regard. Each quest influences the wider world.
On Magic
The Thing about Magic is that it can be fickle.-Archlord Asyran of Valtmeris circa 7 AL, Volumes of Fate, ix
Magic, Sorcery, Wizardry, or whatever else you want to call it. Is a rare art, and a dangerous one at that. While there are quite a few dabblers in Magic there are few Masters. Magic can do great things, and also terrible ones as well. But for the most part almost all Magic requires a price, or something in exchange. Cast a fire ball, well if you miss-caste/miss-pronounce/or even in some cases touch that magical fire you'll get burned---Usually very badly. That's just one example, so learn and use magic at your own discretion. A rule of thumb, the more powerful the amount the higher the price, shoot lightning you might crack a rib if you are not careful. Summon a Wraith, better hope you know proper binding incantation or you'll probably get killed. Want to bind a Demon you probably will have to cut off a finger or someone is going to cut off something as payment for services rendered. Only by meticulous practice can this be avoided. The means of which are secrets kept by the different Magical societies on Gaea.
Magical artifacts are roughly similar, some require a price for their usage. Others do not and can be used freely; however, the majority of these objects have a recharge time or can run out of whatever makes them tick. So use wisely.
Magic, a word describing something that blatantly flies in the face of reality, or a layman's term for someone manipulating the ethereal energies of our world. Magic is not fantastical but a law of our world. It is the breath and essence of the Gods incarnate. Divine. Pure energy that courses through the veins of this world. -Encyclopedia Etherius by Pythagus of Attalia, circa. 460 AL.
True to the words of Pythagus, Magic, in its most base form is the manipulation and usage of the ethereal energies permeating Gaea since it's birth. Noted at the Ether, an invisible, shifting, waxing and waning energy force permeating Gaea itself like a beating heart. As such in almost all societies found on this world, Magic users for their safety and others, divide up the various uses of their craft into Disciples. In addition Mages usually fall under what is typically affirmed by Magic Scholars to be a rough scale of innate and learned ability. Known as the Aurora Scale which can be used to test the Ethereal abilities of an individual.
Disciples Light/Sun/Air The manipulation of the Ether to use spells primarily revolving around light, banishing dark magic, and lifting curses.
Transmutation/Metallurgy The Manipulation of the Ether to change and modify material objects. They are often in competition with Alchemists or mages who double as Alchemists.
Enchanting Granting abilities and even personalities to material objects
Beastarians Able to alter their form into that of an animal.
Water/Healing Manipulation of Water and Healing. Water is seen as a source of life by the societies of Gaea and as such a perfect coupling.
Gaean The manipulation of Earth. A dangerous and haphazard Disciple as this seemingly alters and warps the flow of Ether in an affected area.
Fire/Destruction Usage of Magic in an offensive capacity.
Dark/Curses Casting negative magic upon an individual. Typically outlawed by many societies. However, this aspect of the Ether seems more abundant due to the fact individuals can unknowingly curse someone without knowing it.
Summoning/Necromancy
Summoning is an umbrella term from which Necromancy is a part of, and overall revolves around summoning supernatural entities onto the material plane. Sometimes with disastrous results and undoubtedly the most difficult to master.
Aurora Scale Levels of Mastery Initiate: Minimal Knowledge Neophyte: Basic rudimentary training Adept: Holds basic mastery of simple Ether Etherian: Hold's intermediate experience and typically a trusted individual in the manipulation of Ether Archus: Master of a particular disciple Grand Archus: Master of multiple Disciples of which there are only roughly Eleven in the world at any given time due to the sheer difficulty and time it takes to achieve this ability.
Ethus I: Little to no innate ability Ethus II: The Ether flows through this individual stronger than normal and equally as dangerous. Manifestations of "pure luck," and "curse's coming true," occur. Ethus III: Stage of innate Ether potential when someone possess what could be surmised as natural talent. Usually hunted down by Magical institutions, governments, or orders do to the possible danger they impose. A drawback is that a person of this level usually does not live to adulthood due to physical frailty that only recedes after reaching around twenty years of age. Ethus IV: High innate ability and typically required for someone to be a Grand Archus. If not born this way (95% death rate) it is typically only achieved after a century of magical usage if at all. Ethus V: Hypothetical. Able to seamlessly manipulate the Ether of the world at a whim.
APPLICATION FOR CHARACTERS (Delete everything in parenthesis) Character Development Character Name: Character Race: Character Age: Character Birth Place: Character Physical Description or Image (as in Picture): Character Biography:
Their Lineage Character Dynasty/House/Clan (if applicable): Family/Dynasty/House Sigil or Banner: Origin of the Family/Dynasty/House: Character Dynastic History (History of your family):
Personal Effects Acquired Skills: (This can be Archery, Swordsmanship, Equestrian; This just shows aptitude for a skill and you can only hold skill in three) Mastery Level of Skills: (Novice, Apprentice, Adept, Master; A novice is beginner, Apprentice is some skill, Adept is a true forte in said skill, and Master is a honed skill of many years of practice. For example a Master Mage will have practiced the arcane arts for decades. An Adept archer is someone whose used a bow for years. Those are just examples) Equipment/Important personal items (if applicable): Acquired Magical Items:
Extension for being part of a Nation AKA a vassal Nation Name: (The Realm you are a part of) Liege: (Who are you in fealty too?) Rank: (The Primary title, position, or social/military rank of the person) Landed Titles: (Titles that convey land, property, or territory) Honorary Titles: (Titles that convey no land or holdings. But are typically to honor an individual and/or signify a position like Seneschal or Steward) Titular Titles: (Titles that bear no land or wealth but are usually have a significance. For example the Emperor of Alfheimr also is the King of Sarin, but since he holds a higher title this is now a secondary significance. As such Titular titles can often be made into Honorary or Landed) Holding(s) description: (Holdings are Castles, Towns, Villages etc) Vassals (if applicable): (Any lower lord-lings or ladies in fealty to you) Population in Territory (that you’re directly controlling): (Take into consideration where your territory is. On average a Count or Lower ranking lord will have up to several thousand people unless they control a city and that typically is the entire territory of the Count if that is the case. Mid-level rulers like Dukes, Ruling Princes, or Emirs can have up to 250,000 people if they control a couple cities and that is on the HIGH end. I will critique this heavily) Approximate Levy Size: (The amount of peasants you can raise for the campaign season (March-September). Typically every manor or village is to supply a certain amount of men/women for wartime. Typically vassals do not like giving levies over to another lord and so it can be DIFFICULT for an unpopular ruler to raise large levies. In addition due to logistics armies rarely will exceed 30,000 and that is usually the entire force without causing problems) Retinues (If applicable): (These are the small, standing, and usually but NOT always professional warriors of a person or Household. As per their common name Household Guard or Household Soldiers) Mercenary (ies) (If Mercenary Leader add name of group and size):
NATION APPLICATION Nation Name: (Name of Realm) Ruler (if applicable): Government Type: (Monarchy, Republic, Democracy, Theocracy, Tribal Council) Government Hierarchy: (How is the Government structured?) Formation: (When was it formed or created historically) Succession Laws: (How succession work? Is it Primogeniture were the eldest child succeeds or is it Elective were the nobles of the immediate rank below choose the new ruler?) Gender Laws: (Do boys succeed first or girls? Are they equal or with a preference?) Geographic territory: (Where on the map are you located. It is good to download the map to accurately mark it) Population: (This is meant to be low, a barony may have a couple hundred to more than a few thousand, counties several times such, duchies usually have a few times that, and kingdoms more so. However this is not universal and can be tweaked depending on regional history and the like. Elves and Dwarves typically have smaller populations, Humans typically have more but live shorter life spans etc). Military Strength: (Roughly 1-3% of the population can be mobilized for war. Obviously logistics issues can hamper or improve your campaign) Military Info: (Detail the military of your nation) Currency: (What do you use and what are the units of said currency I.E. Four coins equal this coin and so forth) History: (History of said nation)
FACTION APP Name of Faction: Current Leader or Leader's: Type of Faction: (Is it a Holy Order, Secular Order, Cult, Mercenary group etc) Structure of Faction: (How is it structured) Faction Members: (Number of people in faction Formation: (How did it come about and when) History of Faction: Purpose or Goals of Faction: (What does your faction strive to do?)
Before Palan’s Landing/After Palan’s Landing (BL/AL): Used by the Rythfae or Saerheastan’s in Adaenari (Elvish).
5000 BL: The Mari ‘awaken’ East of the Kalzmere Mountains. This date is a simple estimation and may be entirely inaccurate. Some scholars push this date back to as much as 7,000 BL. The Dragons in the Kelzmere describe themselves as already being an ‘old’ race in the region. But they kept no written or carved records and thus how long is ‘old’ cannot be discerned. The Valatar reveal themselves to the Elves and the worship of Aeman gradually morphates into the current worship of the Vaulted Ones. The name itself is a reference to the mysterious and cryptic ways the Gods often conduct themselves.
4500 BL: The Mari enter the Kelzmere region by crossing through the Eastern Kalzmere Mountain Range. The Mari possess megalithic technology raise their oldest structures. The Lunamari (Moon Elves) quickly depart to the North in search of the Moon and their beloved Numaren.
4400 BL: Faeran (Fire Elves) cross the Plains of Fire and arrive at the feat of Mount Vulkar. The Faeran take Helgraad as their abode.
4000 BL: The Mari begin building their first settlements along Lake Telkontae’s shores. The previously nomadic lifestyle of the Mari is increasingly abandoned for a more civilized lifestyle.
3500 BL: Mari attain bronze age level technology and farming spreads around Lake Telkontae. The first irrigation systems are built and the first large towns begin to crop up along the West and Northern shores.
3000 BL: Mari and Durognar have first recorded contact (by Mari accounts) and repute the Durognar as ‘piling out of the mountains.’ Most likely the Frostfangs to the North.
2550 BL: Iron Age level technology originates and spreads from the Western shores of Lake Telkontae. Far to the South the Paletine have attained Megalithic technology and the Far East has mastered copper and tin. By surviving Northman sagas the ancient hero Thunarr slays the sea serpent Baglalok.
2300 BL: First Altar is raised in Mount Valaheim with initial construction of the Twilight Fortress beginning shortly after.
2200 BL: Reign of Kaluzbrin Falkunzavbrik and estimated start of the Durognar Golden Age.
2500 BL: Mari establish Altma which soon becomes the largest Elven city. The Bachurmari (Dark Elves) or The Forgotten depart across the Ancaliene Sea for unknown reasons. The only reminder was a simple stone erected near the Mouths of the Oromis Delta reading, “Journey to the Ends of the World, To find the Last Shore, and the First Sunrise.”
1500 BL: Old Mari civilization at its height. The ancient Mari Saerondr is the emperor of the Valtmari whom subjugate most of the Kelzmere region. Valtmeris and Daeynar have been founded as colonies of the Valtmar.
1438 BL: The Elder War begins, in Durogvem, Inn ríkr reiði,The Great Anger and in Baldul it is known as Buzrâ naibziri, Deep Sadness. The Battle of the Great Vale is fought with Valkunr The Mighty being the only living witness to the conflict. The conflict is reported to have lasted 50 years (1438-1388 BL) and led to the destruction of Dur-Ganar.
1394 BL: Battle of Ramiene and the death of the King of Drogul-Zen and all its lords.
1390 BL: Destruction of Dur-Ganar by The Great Valtmar Empire.
1388 BL: Treachery of the Faeran and the sack of Altma. Death of emperor Saerondr and ascension of his son Saeron. The loss of Altma leads to the weakening of the Great Valtmar Empire. Valkunr is not seen for more than 1500 years until the reign of Aalen V of Sarin.
1300 BL: Steel weapons are widespread throughout the Mari, Durognar, Paletine, Khamul, Oriental, and Anotan civilizations.
1279 BL: The Sorca-Valtmari War (1279-1099) is waged by Saeron who by now has grown to adulthood and managed to muster the divided Valtmar realms. This long and devastating conflict even by Elven standards marks the downturn of Valtmari and Faeran fortunes.
1200 BL: The Rythfae tell that their civilization is at its apex across the Ancaliene Sea. But no written records can substantiate this claim. Maeramis is built during the 13th century BL as a refuge by the Lunamari.
1099 BL: Cataclysm of Faera leads to the near extinction of the Faeran civilization.
1100-1095 BL: The Siege of Vilvarion Castle. End of the Sorca-ValtmarI War.
1025 BL: Founding of Romul as the centre of Paletine civilization in their original territory on the Southern end of the Salius landmass.
1000 BL: The Balomari/Oemari (Black Elves/East Elves) depart to the Far East. The great story Romance of the Five Kingdoms is written by Xia Caohzenqui and finally published by 900 BL. Copies of this work can be found throughout the Continent.
800 BL: A small sect of elves, the Geisamari (Shadow Elves) migrate South and settle in the Southern Kalzmere mountains. They become known as the Mountain Elves.
753 BL: Remants of the Faeran traveling nomadically throughout the Kelzmere depart West across the sea like the Bachurmari over a millennia earlier. Only the Sorcalin family itself remains in Vilvarion Castle.
725 BL: Several Khamul cities are abandoned due to natural disasters and famine.
700 BL: Lermaeis is abandoned for unclear reasons but population decline is the rumored cause.
680 BL: The Khamul continue to suffer as cities are lost while to the North the Orientals are united temporarily during the reign of Emperor Zun Yatzun. Zun Yatzun reigns over the largest and most populated realm of humans in Gaea during his lifetime.
600 BL: The decline of the Valtmari is evident due to population decline, wars, and famine. Most of the former Lunamari domains; The Frostwoods and North Woods, are abandoned.
541 BL: Strange ships are spotted along the Western coast of the Sea of Ancaliene. Signaling the arrival of the First Men onto the Continent. The First Men are organized into loose tribal societies settling around the Southern shores of Akatar Bay. They do raise the Tower of the First Men along the Western shores between Kategak Fjord and Black Fjord. The tower is built out of black stone and smooth like glass. It is unknown how it was built or for what purpose and none of the First Men Tribes can remember why.
500 BL: By now the First Men have had contact with the Mari and Durognar.
400 BL: Neramere is abandoned as the Lunamari migrate to Maeramis that was built in the 1200’s.
367 BL: Romul sacked by barbarian tribes from the East. Many of lands East of the Sea of Marmaera are abandoned by the Paletines. Kallia is sacked by Orcasi Tribes in 366 AL.
351 BL: Invasion of Anotans that conquers and sacks Nikaea.
310 BL: Second Anotan invasion that sacks Nikomodia. The Paletines build the Adran Fortress to dispute the territories of the area in 306 BL.
33 BL: The Volyorians arrive from the lands between the realms of Engar and the Great desert. Settling the lands between the Southern Kalzmere, The Great Desert, Sunset Coast, and Stormy Coast.
1 BL: Wild Hunt reportedly seen in the Oden Shield Mountains.
1 AL: Arrival of the Rythfae or Saerheasta in Adaenari under King Palan. Landing along the Mouths of the Atanos up to where Windstorm Castle now stands in great fleets. They tell of a great disaster across the Sea and the loss of their lands.
3 AL: King Palan and the Rythfae finish the fortified town of Palan’s Landing.
5 AL” King Palan after a misunderstanding with the Mari of Daeynar crowns himself ‘King of Kelzmere’ and marches East. The already few Mari of Daeynar engage in several battles before fleeing East. But Palan is slain by a Tarsaemari/Children of the Forest (Wood Elves) war party on the Northern eaves of The Great Forest. Palan’s son Aalen becomes King Aalen I and makes peace with the Elves.
17 AL: Necar is founded by the Rythfae and the first structures of Windstorm Castle are built.
31 AL: The fort and later Castle of River Running is built to guard the closest crossings of the Atanos near Palan’s Landing.
42 AL: Coronation of Palan II, second son of Palan.
44 AL: Settlement of Sarin on some old Elven ruins. The Northmen or Naedse in Adaenari settle along the Fjords of Frayja. They are called the Northmen by the fact their ships were seen coming from the North and traveling around the coast.
54 AL: Destruction of Palan’s Landing by dragon attack. The city is not resettled until 178 AL. The refugees flee to Sarin.
56 AL: Founding of the Palaedic Order and Dragon Knights as Holy Orders for Vaemidia and Avalar garrisoned in the Twilight Fortress. They become protectors of the Fortress and pilgrims.
61 AL: Anglarikans arrive from the East having originated near the Engarian territories. They settle within and around The Great Vale.
74 AL: Building of East Keep.
85 AL: Library of Sarin is built.
100-199 AL: Vampire’s spread from the South-West of the Continent.
110 AL: Founding of Jaegenburg by the Anglarikans.
111 AL: Azgaard is founded by the Northmen.
112 AL: Rythfae-Northmen War over territory to the South of Lake Telkontae. King Aalen II proves victorious and the Rythfae claim the Southern and Western shores of Telkontae while the Northmen retain Thainzhelm (founded in 89 AL).
122 AL: Under Ralen I the Rythfae make war with the Valtmar. The war is short and inconclusive save for the destruction of Necar by the Elf Lord Tamelian. The Rythfae and Valtmar sign a truce to the hostilities and have lived largely in peace since.
156 AL: Vampyra is conquered by Vampires led by Prangr Bloodbeard. Prangr was a Northman chieftain that was bitten by an unknown vampire and converted his entire village. Prangr then led his people to conquer Vampyra. The city would thence be known as a vampire, pirate, and corsair haven.
160 AL: Founding of Greyhaven by the Lunamari.
178 AL: Resettling of Palan’s Landing.
188 AL: Elmont Castle is built during the reign of Aalen IV.
190’s-210’s AL: Northmen settle Moorlan and build Castle Azahar.
211 AL: Neizivian War between the Karzian and Fulgrunos Leagues and Battle of Aglaer’s Hill. Death of King Neizivian by King Drazjen though the latter would be killed two months later in an ambush. Drazjen’s skull was paraded throughout Dur-Fulgrun.
213 AL: Paletine becomes a full fledged city-state that begins to conquer neighboring territories.
216 AL: Ungarn invasion of the Volyorian lands. Fragmenting hte Volyorian realms into regions around Volyoria, Numera, Windfall, Kaerndun, and Kar-Loc-Myuin. The Ungarn settle in Eszog, Ulyzhen, Thorn, and Rhedun.
219 AL: King Aalen V is crowned in Sarin. His reign from 219-295 AL is a golden age for the Rythfae as they subjugate the Anglarikans to the East, the Northmen to the South-West, and many towns and villages are founded. Valkunr The Mighty even enters Aalen V’s service till his death.
223 AL : Neizivian War rekindles and culminates in the Battle of Lesh Morn with Fulgrunos League victorious.
244 AL: Battle of a Thousand Crow’s effectively ends the Neizivian War between the Fulgrunos and Karzian Leagues.
285 AL: Foundation of the Arcani Order during the reign of Emperor Aurelian IV of Paletine.
297 AL: Birth of High King Iztar of Durognarin.
300 AL: Volcanic eruptions throughout Helgraad. Dragons are seen returning to that area. Werewolves are first reported to exist and many migrate to the uninhabited Isle of Wight’s that would be renamed The Ise of Werewolves.
302 AL: Paletine "Enlightenment" cultural and military movement begins defining the society today.
337 AL: Death of Queen Camela of Saron; Civil War fractures the Rythfae Kingdom as the Anglarikans and Northmen once more become independent by 343 AL and cofirmed under King Ralen II. Further civil war fragments the Rythfae into several territories.
339 AL: Death of King Kazdan IV and ascension of Iztar of Durognarin.
380 AL: Beginning of Paletine Civil War. Republican forces fight Imperial.
416 AL: Birth of High King Izzun I as the second son of High King Iztar (Izzun was at first known by his given name of Trazkarn).
420 AL: Paletine Civil War ends in Republican victory. Paletine changes from the Paletine Empire to the Paletine Republic. Emperor Hadrios is deposed. Flees with vast treasure to never be found again.
425 AL: Reign of Ancalazia the grandmother of Balion.
433 AL: Birth of Balion I in Old Sarin.
446 AL: Abdication of Queen Ancalazia and Balen her son gains the Crown of Sarin.
444 AL: Death of Crown Prince Azbad of Durognarin during the 618th Oguin War. Izzun (Trazkarn) becomes Crown Prince of Durognarin.
446 AL: Death of High King Iztar I of Durognarin and ascension of Izzun as High King.
474 AL: Death of Balen and succession of Balion to the Crown of Sarin.
503 AL: Murder of Balion I at the Winter Solstice. Crown Prince Aalen is kidnapped by the murderers Duke Winceslau of Southland and Duke Fredrich of Palan’s Landing. Duke Fredrich invades the Kingdom of Old Sarin.
High King Izzun begins the Dwarven War. Izzun takes Dur-Karz without a fight and engages in a lengthy campaign with Drogul-Zen. Leading to the death of King Rhain II during the Siege of Drogul-Zen. The Targennar arrive shortly after and engage the Durognarin alongside the Zennar defenders.
Queen Irithren and King Ardruil of the Valtmari and Tarsaemari marry, uniting the realms of Menevrion and Nargathror into the Empire of Elvrion.
Paletine engage in campaign against the Anotans. Conquering Ar-Ashalesh and Marshala by the end of 503 AL.
504 AL:
January-February: Aalen is tortured by Fredrich who conqueres Ragnar’s Hold and Fregar’s Stead. Duke Winceslau claims the throne as being the most senior lord of the realm of Old Sarin. Queen Alesandra flees to the Twilight Fortress and is sheltered there by Eonwaris. Duke Winceslau marches to the Fortress and demands the Queen be handed over as she is to be wed to him and thus cement his position.
March 11th: Marshal of the Realm Tiberias defeats Duke Fredrich’s forces at the Siege of Elmont.
March 22nd: High King Hardradan of Norzheim and King Bjornn of Thainzhelm join the War of Sarin Succession on the side of the Royalists. Duke Winceslau retreats back to the South and besieges Old Sarin forcing Tiberias to abandon his campaign against Duke Fredrich.
March 23rd: Second Siege of Elmont. Grand Prince Hans-Adel III of Elmont (vassal to Old Sarin) is captured when the Castle is stormed on April 2nd.
March 25th: Crown Prince Aalen escapes with the help of Balerion The Black on the orders of Avalar.
April 5th: Crown Prince Aalen arrives in Old Sarin on the back of Balerion. Aalen is crowned King Aalen VI and leads a sortie that leads to the death of Duke Winceslau.
April 9th: Duke Fredrich engages the Northmen at the battle of Maebelrants Crossing. Death of High King Hardradan and succession of Bjornn to the High Kingship. King Aalen VI leads an army to victory at the Shores of Telkontae. The remains of Winceslau army capitulate and the leaders are executed. Duke Fredrich offers terms which Aalen accepts. Fregar’s Stead and Elmont are returned to Aalen while Ragnar’s Hold is kept by Fredrich.
The Anotan cities of Jaffsaha, Iskandrun, Melesah, and Kudasha unite in the Caliphate of Arum. The Caliph Ali Ra-muddin Farsadhin declares a holy war against the Paletine and the four cities unite their armies. Defeating the Paletine at Jaffsaha the Caliphate invaded the Paletine Republic and recaptures Marshala.while a second army besieges the Adran Fortress. The Fortress later falls but the Caliphate is repulsed from Ar-Ashalesh.
505 AL: The Caliphate of Arum incorporates Mazel and Ctespahon.
515 AL: Balteros breaks into Gaea and is stopped by Thirteen Heroes at the God’s Isle using the Sceptre of Aeman. Banishing the Dark One from Gaea.
555AL: Overthrow of the Caliphate of Arum by The Pareo mercenary company in a bloody coup. Inauguration of the Altairrion Empire which soon incorporates all of the Anotan lands not occupied by the Paletine Republic into its dominions.
562 AL: Death of Aalen VI and the ascension of Maximilian as King. Maximilian is also a grandson of High King Bjornn whose son died childless. Maximilian inherits the High Kingship of Norzheim in 563 AL. Inheriting Norzheim, Azgaard, Castle Azahar, Moorlan, and Thainzhelm.
564 AL: Maximilian I of Old Sarin invades the Duchy of Palan’s Landing and retakes Ragnar’s Hold. Maximilian then besieges River Running and Palan’s Landing.
565 AL: River Running surrenders after being starved into surrender. Palan’s Landing is taken by assault and Duke Heinrich II is slain. Maximilian incorporates the remainder of the Duchy of Palan’s Landing into the Crown of Sarin and creates the title of Emperor of Alfheimr (Alfheimr is the Rythfae and Northman word for the Kelzmere region.
575 AL: Emperor Maximilian I conquered the Castle Paleis after a siege of 98 days.
577 AL: The Empire of Alfheimr invades and conquers Windfall.
596 AL: Death of Maximilian I and ascension of Fyrdinand as Emperor of Alfheimr.
625 AL: Beginning of the Age of Chaos. The Frostlings invade from Midheim on ships of pure Ice. Ravaging the North-Western coast of Gaea. Emperor Fyrdinand orders the fortification of major towns and villages along the coast along with the dispatching of the Imperial Fleet to Palan's Landing. However, Frostling raids abate as Autumn approaches the Emperor diverts his attentions to the Windfall Rebellion; the Rebellion spurred by Windfall nationalists. Balren are first encountered by the Venezian explorer Nicholo Panivesta, who later vanishes in a second expedition into the ruined cities of the Shrouded Lands. The Zaeki, are first mentioned in the annals of the Kottey as a reptilian race of lizardmen.
626 AL: Windfall Rebel forces led by Guizepe Devalia oust the Imperial Garrison in Windfall and begin attacking Alfheimr outposts within the Storm Woods. Baron Villen vas Notheringen rides West from Notham Castle to meet a Windfall Army moving East. Baron vas Notheringen surmising that the loss of Notham Castle would effectively end any meaningful Alfheimr resistance until relief comes from the North.
March 29th, Battle of the Stormwoods, fought under the Eastern eaves of the large expansive wilderness along the road to Windfall. The Imperial Knights successfully scatter the Windfall Rebels who retreat into the forest. Vas Notheringen seeing no alternate but to fall back to Notham turns around and pulls back his small army.
April 6th, An Army of the Empire led by Duke Sierhen vas Dietmold, begins crossing the Kalzmere mountains. They are joined by a small force led by Captain Kriegler Sthunn on April 7th. The Army finishes crossing the mountains on April 10th via the Fjolfir Gap, and swiftly moves South into the Stormwoods.
April 11th, The bulk of the Windfall Rebels, led by Guizepe himself, spring a daring pitched battle on the Alfheimers known as the Battle of a Thousand Pines. The Imperials carry the field but cannot advance. The 11,000 strong Rebel army reportedly lost a quarter of its fighting strength while the Imperials noted similar losses though outnumbered 3 to 1. Hearing word of this Baron vas Notheringen sallies from Notham Castle and heads West into the Stormwoods on April 13th.
April 14th, Guizepe retreats to Windfall with Duke Sierhen hard on his heels.
April 17th, marks the official arrival and commencement of the Siege of Windfall. Baron vas Notheringen arrives on April 20th. Guizepe commits suicide the following morning, though rumors abound that he was assassinated.
April 22nd, Imperials begin firing their artillery of catapults, trebuchets, and ballistae into Windfall. A fire ravages the Nuestro Quarter (Commercial quarter) with the blaze not being controlled till the following evening. Duke vas Dietmold offers terms for the surrender of the city, though the rebels now led by Antonnio Pyrolini and Tyzen Uganizy of Volyorian and Ungarn stock respectively refuse. The defenders sally forth and are beat back in the morning of the 23rd leading to the death of Antonnio, who was supposedly beheaded by the Duke himself in personal combat.
April 24th, ladders are used to assault the walls, and the Tower of Sturnozs falls to the Imperials, allowing the Alfheimers a toehold into the city. Baron vas Notheringen personally raises the Imperial standard over the East Gate during the failing light of the same day. The coming of night signalling the end of hostilities for the day.
April 25th, a renewed Imperial assault completes the capture of the remaining towers along the Eastern and Northern sections of the city fortifications. Allowing the Imperials entry into the city and commencing an urban battle that would last for four days as the Alfheimrs fought their way through every city block.
April 29th, Tyzen Uganizy surrenders the Keys to the Citadel of Windfall to Duke Sierhen vas Dietmold and Baron Villen vas Notheringen. The Windfall Rebellion collapses. Mass hangings ordered by Duke Sierhen, despite the outcries of Baron vas Notheringen, begin. Tyzen is executed via beheading on April 30th for High Treason. His head is sent to Old Sarin and paraded through the city streets.
May 3rd, Emperor Fyrdinand appoints Baron Villen vas Notheringen as Viscount of Windfall and bestows the title of Count of the Stormwoods to him. Duke Sierhen is given the office of Master of the Horse.
627 AL: Despite border clashes since September of 626, the first official hostilites between the Paletine Republic and Altairrion Empire do not commence till June 14th of 627 AL. When a Paletine Army under Niketas Fulvius is defeated in the Battle of Kyrosahelen. Just South-West of Jaffsaha. Niketas is captured, blinded, and paraded through the streets of Ctespahon by the Altairrion government. A full scale war known as the Paletine-Altairrion Wars begin. Really a succession of conflicts spanning 627 to 648.
628 AL: The Balren emerge from The Shrouded Lands and on red ships sack Pila. The shock and surprise of this development quickly spreads to the mainland. Not a soul is spared in the sacking of Pila and all 43,000 residents are slain.
May 6th, Battle of Nikaea ends in victory for the Paletines during the Paletine-Altairrion Wars. Paletines move to lay siege to Melesah (May 19th) but are forced to retreat with the arrival of Altairrion reinforcements on May 25th.
August 14th, Emperor Fyrdinand holds a feast with the rulers of Elvrion in Old Sarin.
629 AL: Emperor Fyrdinand dies suddenly on February 26th, at a relatively young age of 59. His eldest son Rudolf is crowned Emperor, becoming Rudolf I.
January 2nd, Battle of Marash, Paletine victory but it's success is undone at the Second Battle of Marash on January 22nd. The Altairrion general Jhasa abun Keilij is slain.
February 20th, Battle of Kulus, named after a rock formation North-West of Nikaea, proves indecisive for the Palentine and Altairrion forces. Despite heavy casualties on both sides. Both sides retire for the remainder of Winter and Spring and the arrival of harsh rains from the East.
June 1st, Tourney of Lillies in Dietmold is won by Sir Galven of Fulkham who hails from the lands around Jaegenburg in Anglarika.
October 2nd, Murder of all but one Patriarch belonging too the Amah'Abbanal (Religious Council) of the Altairrion Empire. Supposedly carried out by the Arcani Order in a grand scheme several years in the making. Qaiser-Erum Archaele Altair I begins an internal purge within the Empire. Arresting, executing, and imprisoning some two hundred individuals for suspicious activity by the end of October.
630 AL: Emperor Rudolf I orders the settlement of Altma by Alfheimers, sparking outrage from the Elvrion Empire, namely the Valtmari. The House of Magnates in Alfheimr refuses to organize the settlement as well. Duke Wencelau II of Southland (Southmark by contemporary accounts) storms out.
631 AL: Emperor Rudolf marries Konstanza vas Altozen aet Azgaard, a match that is initially welcoming but soon turns sour when Rudolf frequently dismisses and ignores his Naedic subjects.
632 AL: Zaeki begin to infest Kottey.
633 AL: Imperial Crown Prince Rudolf is born to the Emperor of Alfheimr in the Summer.
August 6th-30th Blockade of Paletine by the Altairrion Empire after the Anotans manage to defeat a Paletine Fleet off of Iskandrun. The blockade is lifted by Paletine Admiral Ionnes Olisokoi and a tense naval battle later recounted as the Sea of Masts occurs on August 30th. It proves to be one of the largest naval engagements in not only the 7th Century AL but in all of Gaean history up too that point. Over six hundred vessels on each side.
November 22nd, Durog VI and the Anglarikan King Amalrik IX sign a treaty of mutual alliance.
634 AL: Vampyran raids intensify on Paletine and Altairrion shores. Fell Winter begins with intense snows that reach as far down as Ulyzhen. Frostlings in the tens of thousands cross the frozen seas from Midheim.
January 16th-February 1st, Frostlings lay siege to Trondjvall. The Trondjvallians request aid from the Alfheimrs to the South but Rudolf rebukes this threat and sends a paltry force North. Trondjvall's defenses are breached on January 31st with a mad rush to the Waterfront. Of just over 25,000 inhabitants only 480 survive the siege and resulting flight. Many join the frozen army of the Frostlings. Not quite undead, for they still wailed and spoke in hushed whispers. Not rotting but bearing the wounds that killed them. Souls trapped in icy shells of living beings. Trudging South. From the Ice Wastes of Laemon Ice Devils and Undead hordes stream from the Northern Necromancers lairs. The Moon Elves valiantly resist, but being in such few numbers, they are swiftly driven East of the Whiterush River and Nordrehn Wilderness. Warnings are sent to Elvrion and Alfheimr.
Necromancer Arian of K'ush arrives crosses the Atanos River on a course for the Northern Asaheim Mountains. His army numbering over 12,000 clashes with the Valtmari in the northern mountain passes. Other Necromancers move into the Northern territories of Alfheimer where they sow chaos and misery. The Northern lords of Alfheimer fight a protracted engagement in the harsh wintery landscape without the aid of the Emperor's Army; the feudal lords must rely on their own forces.
March 14th, Count Bernhaz vas Opeln is slain, and an Imperial army under him numbering 1,500 is destroyed at the Battle of Saxe-Cross.
April 1st, Imperial Prince Maximilian (younger brother to the Emperor) manages to fend off a Necromancer attack on Bayren located on the Western shores of Lake Ramiene. The Elves of Raemaris under House Tamerian come to the aid of the imperial Prince in the following skirmish at the Knoll of Wolven just north of Bayren.
April 13th, Frostlings enter the Oden's Shield Mountains. Wild Hunt is reportedly seen in the Asaheim Mountains. This is taken as an ill omen by the Elves.
April 14th, Battle of Fasha ends in Paletine victory during the Paletine-Altairrion Wars.
May 23rd, Frostlings besiege Windstorm Castle. Count Willon IV Stormbright manages to hold out until Winter breaks on May 28th. Frostlings retreat with the snow's back North.
635 AL: League of Tolna (Ungarn cities) and Gweylessans (Volyorian city-state kingdom) engage in several pitched battles over trade, territory, and settlement feuds. Battle of Tyori Forest ends in Gweylessan victory. Tolnans invade from the North East and manage to defeat Gweylessan forces east of Volyoria by the end of Summer. Emperor Rudolf dissolves the House of Magnates when they refuse to ratify a treaty with the Anglarikans resulting in territorial losses in exchange for a large sum of gold.
636 AL: Necromancers continue to ravage the northern reaches of Alfheimr and Elvrion. Necromancer Arian is slain in battle by the High Empress of Elvrion during the Siege of Grey Peak. Winter once more arrives early and the Frostlings on ships of ice raid Palan's Landing. Destroying many ships and laying waste to the surrounding lands before retreating North once more.
637 AL: Cymeria's first buildings are constructed. Emperor Rudolf reinstates the House of Magnates after intense political pressure. Tolnan-Gweylessan War intensifies with the Battles of Mistvia Lake. Gweylessans forces to retreat to Volyoria where they are besieged for sixty-eight days. The Gweylessans sign a humiliating peace treaty losing the Tylori Woods to the League of Tolna.
638 AL: Death of Empress Konstanza in the Spring. Emperor Rudolf marries Hilga vas Saxun on December 24th in a private ceremony. Rumors abound that Rudolf poisoned his previous wife after an affair with Hilga was discovered by the Empress.
639 AL: Frostlings travel up the Atanos River, bypassing Palan's Landing, and raze villages to the ground along its banks.
640 AL: Duke Allbiert of Dietmold (eldest son of the late Sierhen) declares himself Emperor after Rudolf once again dissolves the House of Magnates. Time of Two Emperor's begins which lasts until 651 AL as the lords loyal to Allbiert and Rudolf fight each other. This temporary weakness is capitalized by the Numerans who invade the Stormwoods and lay siege to Windfall. Capturing the city in 642 AL after a lengthy siege of eight months.
643 AL: Imperial Prince Maximilian is appointed Imperial Marshal by Emperor Rudolf so that he may be closely watched. As Rudolf is showing signs of increasing paranoia and detachment to reality.
644 AL: Imperial Prince Maximilian wins the Battle of Krossbach against the forces of Emperor Allbiert. But does not have the resources to pursue Allbiert back to Dietmold. The Grain Famine sweeps the Empire after a blight temporarily destroys many crops in the southern fiefs. Paletine-Altairrion War's reignate with a Paletine victory at the Third Battle of Nikaea. Paletine forces lay siege to Melesah which falls after a four week siege. However, the Paletines are driven out in April of 645 AL by forces led by Qaiser-Erum Archaele Altair I. The Short Peace begins between the Paletine Republic and the Altairrion Empire, though no official treaty is established between the two realms.
November 25th, Balren surprise attack Genese after a Genese expedition to the Shrouded Lands earlier of the same year. The Balren take the city completely by surprise and level much of the city, slaughtering many of its inhabitants who scatter across The Great Isle of Albania. The city is later rebuilt to an extent, though some districts are still in ruins or uninhabited.
645 AL: Naedic Uprising led by Jarl Agolf of Azgaard begins and joins the forces of Emperor Allbiert. Imperial Prince Maximilian is dispatched South-West by Rudolf to quiet this development. But Maximilian knows that the Naedic lords would rather join Allbiert than sacrifice their sons in battle against their own kin.
646 AL: Orcasi begin to settle near the Ruins of Nikomodia. Imperial Crown Princess Aemila is born to Emperor Rudolf and Empress Hilga. Imperial Prince Maximilian meets the Wood Elf maiden Tysa whom secretly fall in love together. Emperor Allbiert triumphs over Rudolfin troops at the Battle of Vullach. Cutting off Rudolf from Southmarch which had previously been a bastion loyal to Old Sarin.
647 AL: Jarl Agolf of Azgaard and Imperial Prince Maximilian, after spending the campaigning season of 646 in maneuvers, meet for parlay under the frozen boughs of the trees residing along the lower reaches of the Grongheim Mountains around Fayja's Ford. Nothing of what was said had been written down, and the exact date of the meeting is up for debate, though the dates of February 14th and February 27th are the likely timeframes. Jarl Agolf nevertheless abandons his rebellion, yet swears he will never come to the aid of Emperor Rudolf in the future. Emperor Allbiert defeats an army loyal to Rudolf just West of the Falls of Ulia on May 22nd. Allbiert sends Count Bernzhelm vas Sulren with 9,000 troops to besiege Regensheim. Meanwhile Allbiert, traveling with the bulk of his Army numbering over 23,000 to Old Sarin via the Forest of Surfolvir. Imperial Prince Maximilian manages to each Thainzhelm by the end of June on his way back to Old Sarin. Siege of Old Sarin begins on July 4th. Emperor Rudolf fled the city a day prior, heading for Bayren.
648 AL: The Sieges of Regensheim and Old Sarin have gone on for months with disease and starvation setting in for the beleaguered defenders. Imperial Prince Maximilian and Count Tiberon (descendant of Marshal Tiberias) of Castle Paleis manage to rally the Northern Lords and the battle of Old Sarin commences on August 28th. The four day battle leads to the exhaustion of both sides with Emperor Allbiert withdrawing his troops South back to Dietmold. Tiberon marches East to relieve Regensheim but Count Bernzhelm manages to evade a pitched battle by retreating East across the Atanos. Moving South around the Eastern side of the Falls of Ulia.
649 AL: Great Library of Chalcera burns down under mysterious circumstances.
650 AL: Imperial Prince Maximilian, rumored to have been exiled, leaves Alfheimr for the Dwarven city of Dur-Karz, where he takes up residence. Vandon Warlord named Tulureg forms a Great Host and taking his nomadic people, the Bohlgan tribe, begin to migrate Westwards in the direction of Tyra.
651 AL: Allbiert dies from a riding accident outside Dietmold. At the same time Tiberon launches a campaign that culminates in the Siege of Dietmold in September. The city falls to Tiberon who, with the exile of Maximilian, exerts effective control over the Rudolfin faction of the Empire. As the Emperor Rudolf's powerbase has all but abandoned him at this point. At the end of the Siege Tiberon's victorious army seeks to proclaim him King of Old Sarin, civil war is avoided narrowly when the Imperial Marshal skillfully declines the offer. The Southern lords do not elect a heir as Allbierts two sons were slain in the siege. The Duchy of Dietmold passes to Allbierts second child, and first daughter, Ermiline. Ermiline, in exchange for a large sum of currency, bends the knee to Tiberon in a secret meeting near the Falls of Ullia. Effectively ending the Alfheimr civil war for the Imperial Throne. Ermiline retained the title of Duchess of Dietmold along lesser, landed, dominions.
Tulureg reaches the Tyran territory by winter where he sets up camp. The Republic of Tyra negotiates with Tulureg, allowing him safe passage through their lands to areas further West.
652 AL: Tulureg moves West in the direction of the Ruins of Kallia. Reaching them by Autumn and proceeds to ravage the Paletine settlements along the coast. Defeating a Paletine army contrived of forces garrisoned among the villages there. A Paletine force under the aging General Niketas manages to gain a hollow victory around the ruins of Kallia itself. But is forced to withdraw across the Marmaera during the cold months. As news of this reaches the Altairrion Empire the Qaiser-Erum Archaele gathers his might near the Hashar Fortress.
653 AL: The Second Paletine-Altairrion War ignites as Archaele invades the Northern provinces of the Paletine Republic while Tulureg manages to begin crossing the Marmaera on captured ships, hastily built vessels, and while these are not permanent crossings they serve as dangerous raiding parties. Ravaging the Eastern shores of the Salius sub-continent.
654 AL: Archaele besieges the Adran Fortress; conquers all of the Anotan territory held by the Paletines as Plague carried by ships that had been exploring the Shrouded Lands, begins to spread across the sub-continent. Devastating the Republic internally.
655 AL: General Niketas succumbs to plague while at his residence near Korinth. The Paletine's retreat to their capital as Archaele conquers the Adran Fortress following the retreat of its garrison across the Marmaera. The Dark Winter descends across the North with a massive Frostling force numbering over a quarter of a million in strength arriving off the Northern shores of the Continent. Settlement of Adran is reached by parley between the Paletine Senate and Qaiser-Erum Archaele. Resulting in a Status Quo with the map being redrawn along existing battle lines.
656 AL: Tulureg begins settling his peoples along the banks of the Marmaera opposite the Salius sub-continent. The Plague however sweeps through his people and goes further East and North. Reaching Altairrion and Numera while arriving in Samarcid by the Summer of 657. Finally reaching as far North as Kar-Loc-Myuin and Thorn; as Far East as the Roxolann tribes.
658 AL: Perhaps aroused by the plague or simply seeing the advantageous situation before them. The Vampires of Necropol invade the Paletine Republic's Southern territory of Augusti and the Forest of Oresta. The Necropol fleet manages to raid and defeat a Paletine naval force off the coast near August in the Summer of 658. Augusti is besieged for two years. Only surviving by supplies ferried to it by the Paletine Navy which suffers heavy losses in ships and sailors trying to do so. Frostling hordes erupt from the North in mid-December. Sweeping across the northern territories of the Alfheimr Empire and the realm of Elvrion. Breaching the Asaheim mountains and slaughtering all who cannot flee or resist. Emperor Rudolf flees to Southmarch while Tiberon musters the Alfheimers at Old Sarin. The city along with Ragnar's Hold and Palan's Landing are besieged. The Elves are likewise cut off and isolated in Valtmeris and Raemeris while the Frostlings penetrate the boundaries of the Great Forest.
659 AL: The Shadow War rages throughout the Great Forest as the Wood Elves fight a guerrilla struggle throughout the Great Forest. The Asaheim Mountains are breached by the third month of 659 AL as fighting spreads throughout the realm of the Valtmar.
660 AL: Dwarven armies led by their Kings unexpectedly come to the aid of Old Sarin, managing at great cost, to lift the siege through the release of a Ritual known as the Soul Spear. Channeling the energies of the Soulforge the Dwarves managed to defeat the Frostlings. However, all the Dwarven mages present perish with a magical backlash that leads to insanity and death to most mages across the Continent. Siege of Augusti is lifted through massive Paletine reinforcements. Who, through attrition and dogged fighting, manage to drive the Vampires back to Necropol. But the Paletine Legions are a shadow of their former selves with the Republic moving onto the defensive.
Red July: Battles fought throughout July from Ragnar’s Hold to Elmont as the Empire attempts to drive the Frostlings back. Culminating in the Battle of the Ice Ford from which the Imperial Knights carried out a heroic last ditch charge that managed to break the back of Frostling forces in the Empire. At great cost however with many nobles, lords, and veteran warriors falling in battle.
October 14th: Disaster of Meiraele’s Spring. At the the small natural springs in the Northern Asaheim Mountains the Valtmari suffer a devastating defeat with many of the noble houses suffering heavy losses. Three entire houses are wiped out.
661 AL: Valtmeris is besieged with the Orders of the Twilight Fortress riding to the Elves aid. Battle of Valtermis is waged on June 4th, a month to the day of the Siege beginning. Grand Master Oronus of the Dragon Knights perishes during a valiant vanguard action allowing the Palaedic Order and Valtmari cavalry to reach the Frost King himself, the supposed leader of the Frostling Host, and slay him in an epic duel where the Sword of Viscene, an artifact over three thousand years old, is shattered but slays the foe. The Sword of Viscene was wielded by the Champion of Vaemidia, Alyrus of Illia, its shards are retrieved and taken back to the Fortress. The Frostlings scatter.
662 AL: Palan’s Landing, the Frostling’s having penetrated to the inner city, is relieved by the forces of Alfheimr, Dwarves, and a contingent of Wood Elves.
663 AL: Founding of the Order of the Starlight Flame, an order of knights devoted to the fighting of Frostlings and Balren, anything that would assail the lands of Men, Dwarf, and Elf. Frostling’s assail Anglarika in what is known as the Vale Winter (November, 663 to April, 664).
The Frostlings remain in scattered bands roaming the land, hibernating under the earth until Winter when they rise again, with the realms of the North fighting a constant battle with these bands.
Janurary 16th: Bloody Sixteenth, Milerne is razed by a sudden Balren attack. The inhabitants are corralled to the central square and burnt in a massive pyre that could be seen from the rest of the Islands. It would not be until the 700’s when the city is resettled by surviving Milerne denizens who had not been present during the fateful night of January 16th alongside other Venezians.
664 AL: Balren Fyrehost (name for a large host of Balren) arrives on Albania and lay siege to Genese. The city is captured and razed after eight months despite help from Numera.
665 AL: Tulureg is succeeded by his son Otmah who launches a renewed invasion of the Paletine Republic. Only accepting a peace settlement via large gold sum.
666 AL: Double Night Eclipse, first recorded in history, Currents of the Ether shift rapidly and chaotically. Resulting in an unnatural birth rate of high Ethus children.
674 AL: Death of Emperor Rudolf in exile at a hunting lodge near the Dragon’s Wood. Maximilian, then already aged himself, is asked by the reformed House of Magnates to take the Imperial Crown in violation of the Primogeniture of the Empire. Maximilian rejects the offer and instead is reinstated as Imperial Marshal after the death of Tiberon during the winter of 673. Ascension of Rudolf’s son, Rudolf II, as Emperor. He would be known as Rudolf the Pious and be a principal financier for the Order of Holy Sacrament. Dedicated to the hunting of rogue mages and monsters. Taking a literal teaching to dedicating one’s life to the gods.
687 AL: Mages across the Continent convene to form the Grand Etherial Conclave headquartered in Erancia. A nation brought about by people fleeing the Frostling and Balren wars in the preceding decades and ruled by a King initially elected by the Burgomeisters of its cities. The Conclave would exert itself in the following years under an adopt or die policy (promoted by many rulers) as the self governing body of Mages.
688 AL: Opening of the Imperial College of Regensheim which operates under Conclave laws.
700 AL: Wild Hunt passes through the League of Tolna and Volyorian lands. Dozens of people are reported missing as the Hunt passes through.
702 AL: Death of Maximilian. His son Saegenfred accedes to the title as Prince of Norzheim.
703 AL: Vandon-Paletine war which lasts three years begins with renewed raidings by Otmah, the grandson of Tulureg. The war ends in a status pro quo antebellum.
719 AL: Wild Hunt leaves the Numeran town of Cura abandoned. All 3,000 inhabitants vanish during the night as a snow storm erupts out of nowhere. Bad omens and portents are divined by Mages across the Continent.
723 AL: The Vaedin, historical cousins of the Naedse, raid from Midheim, from a region unexplored by scholars from the Continent. Sacking and razing villages across the Western coasts of the Continent.
724 AL: Popular Paletine General Iuilian Diogenes suffers an attempted assassination by the Arcani which fails. His troops revolt declaring him Despot. Iuilian takes up the mantle of Despot and using his troops based in Athae. Manages to garner the support of the Army and Navy not only at Athae but also on Spoleteia. The Paletine Civil War commences as Iuilian outmaneuvres and defeats the Republican Army in several engagements. The Paletine military having sense degraded to a regional militia with a strong professional core numbering no more than 15,000 soldiers. Unlike it’s fully professional structure a century before that could field over thirty legions of 6,000 troops each. Iuilian manages to capture the Atlae Islands as popular support for the Republic falters. The Senate signs a humiliating truce by 728 AL.
739 AL: Vaedin Jarl Olaff Urkaan launches a massive raid on Vampyra. The raid is so successful Olaff actually captures the city and purges it of the Vampires who flee scattered and depleted. Renaming it Sudholm he sets up a Kingdom in his name.
741 AL: Despot Iuilian forms the Vanur Band, a bodyguard made up of Vaedin warriors, who prove to be able shock troops and loyal bodyguards.
742: Famine from poor harvests strikes the Southern half of the Continent. Causing over three million people to starve. Riots break out in almost every city as harsh rationing is implimented.
744 AL: General Aurelian, disillusioned of the Republic after the repeated humiliating peace treaties and results from a previous century of wars with little achieved; alongside famine, leads a coup against the Senate. Murdering many Senators as government power is seized. Minimal resistance is met as Aurelian crowns himself Emperor. Emperor Aurelian V solves the food crisis through land grants and seizing upper class granaries. Providing massive popular support. The Arcani attempt to assassinate the Emperor during the Winter Solstice but fail. The Emperor delivers the Arcani Ultimatum. Surrender or Die. The Arcani deign to submit with the intention of assassinating the Emperor at a later date and meet to bend the knee. However, Aurelian in fact was using a ruse and purged many of the Arcani that very day. The Arcani Order in their remnants are formally disbanded with surviving agents fleeing the Empire.
750 AL: Salius War for dominion over the landmass the Paletine Empire is based on ocurrs between the Despot Iulian and Emperor Aurelian. Resulting in a stalemate with unforeseen results. Namely, the invitation by Iuilian for the Sudholm Vaedin to enter the conflict in exchange for riches backfires with them seizing the Atlae Isles.
754AL: Catchfyre Plague appears in Palan's Landing from the ship, Catchfyre, arriving from the Far East. Spreading across the North as far as Iskandrun and killing hundreds of thousands if not a million people over the course of ten years.
765 AL: Death of Emperor Rudolf. Crown Controversy as he dies with only a daughter. Naedic nobles, as per their ancient ways, elect the then Prince of Norzheim (the son of Saegenfred), Theodorik to be High King of Norzheim. Forming the Kingdom of Naeden. The rest of the Empire eventually agrees to allow Ophelia to take the crown as Empress. Ophelia being Rudolfs only child.
767AL: The Conclave rejects the Imperial Decree levying a tax on the Conclave to operate within the Empire. The result culminates into Krystelnicht, a night when a thousand stakes burned as rebellious mages seized without notice where sentenced to death by order of the Empress. The Conclave submits to Imperial authority.
777 AL: Death of Empress Ophelia and ascension of her son Leopold as Emperor.
779 AL: Current Year.
Legendarium
The Gods, Vaulted Ones, Great Spirits, or the Aezir, for their names are many and far abroad. The Gods are the great spirits that took part in The Birthing, and therefore directly responsible for Gaea's creation. Upon which they took custody of various metaphysical spheres that govern the world, such as the elements, life, death, and so forth. Each one having their own abode beyond the circles of the world, and only reachable by the Gods own volition or great acts.
The Gods themselves can best be described as amorphous entities, neither good nor evil, and if one was to apply some type of moral to them it would be beyond the comprehension of Gaea's inhabitants. As the mortal races are but flickers in the eyes of these great beings. However, the adjective of, "great," only applies to the Pantheonic Gods who are the most powerful of their kindred. The ones whom shaped Gaea and the Heavens, and the One's who rule over its boundaries.
The Pantheonic Powers Aeman Patron God of Gaea, Creator God, and former chief deity of the Elven Pantheons. Aemanic worship has declined in Gaea for over a thousand years, and is now just a small cult. In reality Aeman has split into two other beings, the Goddess Vaemidia, and the God Avalar. The split having started when Aeman cut out his mighty soul and anchored it into Gaea and Aearth. The two deities forming out of the split halves of those two worlds creation as Aeman's energies bound them together, and protected them from direct assaults by the Dark Ones.
Aeman was the first Vaulted Ones to begin the creation of the cosmos, and whose mind saw the beauty in all things. Most of all the beauty of creation and rebirth from death. Aeman, however is not dead, simply divided into two independent entities. For he is in all things, and all things are but images of his initial creation.
Aeman was said to inhabit the Timeless Halls, of which time held no sway over its inhabitants. For those Halls are the very idea of creation itself. His patron animal is the Gryphon.
Nomenclature: Adaenari (Elven): Aeman Baldul (Dwarven): Duroz-Zul Rythfaen (Saerheasta): Wudanuz Naedin (Naedse): Adun Paletine: Zulpiter Volyorian: Sul First Men: Great One Oriental: Sky Dragon Khamul: Vixa
Vaemidia Goddess of Life, Fertility, Agriculture, and Motherhood. One of the Dualistic successors to Aeman and opposite to Avalar. The Palaedic Order is her Holy Order of Knights that resides in the Twilight Fortress. Vaemidia is often described as a beautiful woman, lithe, and youthful; but, wise and eyes holding knowledge of what is to come.
Vaemidia is generally kind, though a fickle Mother to the world, and her anger is a wrath to not be trifled with. However, none of her kindred or followers need fear her abandonment. For in the end she is Life incarnate, and will strive to protect it from such ethereal powers that seek to destroy it from more cosmic origins. As she is loathe to the Dark Ones and their natural antithesis, for in Life their is a certain purity to be upheld, and therefore she hates corruption.
Vaemidia's heavenly abode is The Garden, a place of plenty and lush in all forms of life living in blissful harmony. Held aloft by white clouds with a view of the entire world and those striving beneath it. Only those most pious followers of Vaemidia can hope to be granted entry into her Garden upon death, and that when the worlds are reborn they will be resurrected.
Her patron animal is the Eagle.
Nomenclature: Adaenari: Vaemidia Baldul: Va-Tala Rythfaen: Varsana Naedin: Freijya Paletine: Aria Volyorian: Azzana First Men: Great Mother Oriental: Lady of Earth Khamul: Dasha
Avalar God of Death, Lord of the Underworld, Father of Dragons. The other dualistic successor to Aeman and opposite counterpart to Vaemidia. The Dragon Knights are his Holy Order that also in the Twilight Fortress. Avalar is the antithesis of Vaemidia, but not her enemy, as they both are intertwining entities. Avalar is described to most often appear as a handsome young man with hair like the darkest night, eyes of sparking ice threaded with crimson, and skin like the moon. It was Avalar that first gave the kiss of Unlife, and therefore rumored to be the Father of Vampires. However, at best he can be a harsh Father, and only lauds those he finds to be worthy. Ones who seek to make most of this Unlife given to them.
Never the less it is his name that is sung at funerals, as the mourners hope for Avalar's servants, the Valatar, to guide their deceased to his Halls. Avalar's Halls, or the Halls of the Dead, are where this Gods makes his home. It is a dichotomy, for Avalar weighs the souls of the dead to judge them in death. Those who please him and therefore balance the scales towards good (or balanced in general) will go to a heavenly place. Those who do not please him are sent to a hellish pit to suffer for an eternity.
God of Storms, Thunder, Winter, War and Honor. The Patron of soldiers, and who values courage, honor, and duty above all else. Taeron is arguably, by his very nature, the quickest to anger and the longest to forgive. He watches battlefields and sends his Valkura to lift up the souls of the deceased, so they may vouch for them in the afterlife and allow them to pass into his domain. Such was the deal struck after the creation of the Races between Taeron and Avalar. Taeron would receive half of the most courageous and valiant warriors, that will feast and drink in his Great Hall of Valgaard. Awaiting to ride out with their master to fight the Dark Ones in battle, wherever and at whatever time that may be, when the worlds are ended.
Taeron is described variously, from Elven male, to Man, to Dwarf, and generally the eyes of the viewer will see him in a way that is easiest to comprehend. However, his eyes are consistently seen as molten in color, of yellow and orange with flicks of blue. Like the fires of war.
Taeron's patron animal is the Wolf, and the full moon is a time when he walks upon Gaea as a lone warrior riding a massive Wolf Mother.
Nomenclature: Adaenari: Taeron Baldul: Taal-Zun Rythfaen: Taahl Naedin: Tor Paletine: Zaeus Volyorian: Tacerio First Men: The North Wind Oriental: Red Dragon Khamul: Gorisha
Saelerdon God of Wisdom, Knowledge, and Forsight. Saelerdon is depicted as a staff bearing man in drab clothing, appearing weather worn and old. For he is ever upon the ethereal quest for knowledge to postpone the ending of the worlds and a silent protector of Gaea. It is to him that sapience was granted to the various Races and peoples of Gaea. He who taught the Elves, Dwarves, and Men the beginnings of civilization, if the legends are true, and it was he who gave them the power to fight back the darkness of night.
Saelerdon's heavenly realm is the Labyrinth of Knowledge, a myriad fortress full of tomes, and wonder. Though it is dangerous and only Saelerdons chosen may enter.
Saelerdon's patron animal is the owl.
Nomenclature: Adaenari: Saelerdon Baldul: Ruz-Galal Rythfaen: Anamunez Naedin: Heimdulr Paletine: Saleras Volyorian: Quilimo First Men: The Ever Walker Oriental: The Wise Master Khamul: Lupishna
Maerca Goddess of Prosperity, Love, and Patron of Commerce. Maerca is arguably the most fickle of the Gods, for her spheres are the ones that often change the most in a persons life. Prosperity, commerce, and love are all her dominions. She rules the hearts of mortals, and knows each ones passions and ambitions from birth to death. She is depicted as a just woman in flowing gowns of gold and silver, bearing a crown of bronze symbolizing good fortune and fate.
Her heavenly abode are the Hills of Elmara , a paradise of prosperity, happiness, and plenty. Only she may allow those few souls that have captivated her own heart with entry.
Her patron animal is the Dove.
Nomenclature: Adaenari: Maerca Baldul: Malal-Tah Rythfaen: Numena Naedin: Feyja Paletine: Mercaria Volyorian: Murcuri First Men: West Wind Oriental: Lady of Many Waters Khamul: Jasa
Romoro God of the Sea, Healing, and Travel. Romoro is by the far the most calm, patient, and forgiving of the Gods. As when wrathful few would survive its occurrence, and that is why mariners pay such great homage to him. For if Romoro is angry with them, their is a fair chance they will not make it home. Romoro is depicted as a male with blue skin, eyes of sea green, flowing hair of white like pearls, and a coral crown. All water is his dominion, and the creatures therein.
Romoro inhabits the Palace of Crystal, a heavenly place said to be located at the bottom of the Ocean. As his love for Gaea was so great that he brought his heavenly domain onto the circles of the world. However, only by following specific courses can one hope to glimpse those crystalline spires as the city rises out of the waves to greet them. Before disappearing in a haze of mists.
Romoro's patron animal is the Whale
Nomenclature: Adaenari: Romoro Baldul: Wuz-Ahzen Rythfaen: Rumenaz Naedin: Njor Paletine: Oseiden Volyorian: Oesiani First Men: The Ocean Oriental: Blue Dragon Khamul: Dulishnagaha
Lesser Spirits, Deities, and Beings
Their are various lesser spirits, entities, and beings that came with the Vaulted Ones during the Birthing. Some even assisted in its formulation, and descended upon it during the first days. For the Sun and the Moon originally where crafted by Solomni, Herald of Saelerdon, so that light may cast away the shadows of the void; Numeren, Handmaiden to Maerca, crafted the Moon so that in the darkest of time the hope of happiness may kindle.
Where as the Vaulted Ones are few their is a Host of lesser beings known collectively as the Aethereal Host. Many are servants to the Vaulted Ones, a few act independently such as Oroman the Huntsman, and Valoman the West wind that casts away the frigid gusts of Winter. Named Member's of the Aethereal Host
Solomni
The Herald of Saelerdon, and whom fashioned the Sun from the fires of creation to give light to the world. It is he that guides the course of the Sun from the Gates of the Void to the Doors of the West. His body is composed of pure flame, and whose light burns away the shadows of doubt.
Numeren
Handmaiden to Maerca, of whom fashioned the Moon so that hope may not die in the dark embrace of night. She is the lover of Solomni, though they may never embrace due to his fiery heart.
Oroman The Huntsman of the Vaulted Ones, who chases their prey, and rides upon Galasee the immortal steed. It is he who vanquished the Wild Hunt in the earliest days of the world. He is the lover of Numeren, though she will never look upon him, for she desires another.
Valoman
The West wind, who blows away the cold of Winter, allowing the Spring rebirth to begin. Ever aloof, Valoman is seen as a patron of the Saerheasta who where borne upon his gusts to the Western shores of the Continent.
Valatar
The Valatar are the servants of Avalar, and ferry the dead to his Halls. They appear to be all Female save those that guard the gates of Avalar's domains, and possess great power. Their ranks are made up of Lesser Spirits and the Souls of the deceased who have won great favor with the God of Death. His favored champions among the Valatar are known as the Chosen of Avalar (for Males), and Reapers (Females) of Death. They appear in a variety of disguises, and no soul may escape their embrace.
Asyjana
Avalar's Scythe, the Chief of the Reapers, and by whose hands countless souls have been bound to Avalar's Halls. Out of all the Reapers she best knows the moods of her master, and may calm him the quickest. For she is his favorite and sits upon the highest step to his black throne.
Khiron
The Champion of Avalar, Avalar's most favored Chosen and who commands the Gates of the Halls of Judgment. Khiron always appears as a man with long black hair, black eyes that see all, and girded in either black robes or armor the color of night. He leads the Host of Avalar and chooses who enters, and who leaves.
The Dark Ones
The Dark Ones are called by many names and are in effect the Demons of this world. Though not all are inherently evil, just conflict with the typically more benign Vaulted Ones. A Dark One, much like the Vaulted Ones can assume any physical shape they choose, and on a whim. More accurately the Dark Ones and the Vaulted Ones are of one and the same kindred, at least in origin. The demarcation being that the Dark One's opposed the creation of the worlds of Gaea and Aearth, seeing them and the races spawned upon them as profanities. Mockeries of their own kindred and spiteful of the love and prayer given to the Vaulted Ones by these fledgling creations.
The Dark Ones much like the Vaulted Ones are not wholly evil, but not wholly benign either. Rather they are simply the spirits in opposition to the Vaulted Ones and the Aethereal Host for whatever purpose.
The Dark Ones, since they cannot openly enter Gaea due to the protection of Aeman's sacrifice, they can only arrive as their Soul Stones. Each one is slightly different and personifies the being of which it is the core of, and should it be destroyed by some means it would signal the fall of the Dark One who is trapped inside. However, a Dark One can manifest from their Soulstone and gather power through various nefarious means, and once its influence is at an apex it will be able to take physical form in the world. How do you ask? By having the races of Gaea under its influence, for each Stone holds the essence of the being it represents, and thus can corrupt those around it or near it to its cause.
Lords of the Dark
Balteros
The Lord of Hatred, Jealousy, and Pride. Balteros is the Lord of Sin incarnate, and in strong opposition to the Vaulted Ones. His domain is known as the Thirteen Hells, at the core is his accursed Fortress of Hate, and he is loathe to all the creations of Gaea. However, he is the easiest to be corrupted by. He is the staunch opponent to Avalar.
Balteros sign is a Thirteen pointed black star.
Kyneros
Lady of Depravity, Depraved, and Vanity. Kyneros is the most vain of all the Dark Ones, and in personal competition with Maerca and Vaemidia, for she sees their beauty as an affront to herself. Though, what Kyneros values in beauty is a total opposite of the two Vaulted Ones. For Kyneros loves hedonism in grave excess, human sacrifice in moments of pleasure, and all things of depravity like murder, rape, and cannibalism. Her dominion is known as the Forest of Despair, for it drives all but the most faithful mad to acts of horrible depravity.
Kyneros sign is a skull pierced by a barb.
Maerthon
Lord of Destruction and Chaos. Maerthon is the natural antithesis to Saelerdon and Aeman. Where as Aeman and Vaemidia create and do create, and Saelerdon learns and teaches. Maerthon burns, pillages, and collapses into discord. Loss, destruction, and the unraveling of the world are his greatest plans. For he finds the creations of the Vaulted Ones as unnatural, to rigid, and blatantly mistakes needing to be destroyed. Maerthon's realm is the most treacherous, for it is constantly being created and destroyed in on itself. Known as the Spheres of Chaos, a group of realms constantly in flux.
Maerthon's sign is a burning corpse.
Calysis
Lady of Time, and originally believed to be the partner to Aeman. Calysis is odd one out among the Lords and Ladys of the Dark in that she does not openly seek to destroy the current state of the cosmos. Rather, she seeks to watch the end of the worlds by the ravages of time. Therefore she is the least known of the Dark Ones and arguably the least invested. Calysis domain is known as the House of The End, for she sits there watching the world pass through time to a possible end.
Calysis sing is the white eye on a black background.
Mystika
Lady of Mysteries and Forbidden Knowledge. Mystika used to be a Vaulted One, but felt stubbed by Aeman at the beginning for not being allowed to play a larger part in its creation. So she sided in opposition and seeks to twist the knowledge and ambitions of those on Gaea to her own nefarious ends. One hand she promises knowledge, and the other she gives horrible truth. However, she is said to never lie. Mystika's realm is known as the Tower of Mystery in the Fields of Mist, where it is nearly impossible to find ones way. Let alone escape.
Mystika's sign is the broken hour glass in a red circle.
The Wild Hunt
The Wild Hunt is a mystery to the peoples of Gaea, appearing randomly and for unclear reasons, but always in the form of spectral riders proceeding in a furious cavalcade across the ground or skies. Rumors abound of them being the part of the Aethereal Host, or even an army of the Pantheonic Powers doing battle in some other plane of existence poorly visible to mortals. However, according to legend Oroman beat the Wild Hunt and temporarily vanquished it from Gaea in days long past. However, the Wild Hunt has not been gone to the annals of myth or history. Sightings of the Hunt have increased since the year 515 AL when Balteros was banished.
For whatever purpose it is unknown, only that a spectral Host of horseman is seen speeding past blowing horns and wielding blood red banners. On some eternal chase across the heavens or eternally in battle in some other world.
Tales of the Wild Hunt are known far and wide across The Continent. Mothers and Fathers tell their children stories of how if they are bad the Wild Hunt will take them away. There is some hidden truth in that story. The Wild Hunt has been known to take people, or rather people vanish around areas of their sighting, and are never seen again. It is not known what becomes of them.
Ryygellid of Rhedun, a contemporary writer of the mid-7th Century, states that the Wild Hunt's appearance is different for each race or even region. Appearing as angelic riders or otherwise ghastly specters elseware. That they may be from Aearth and able to utilize advanced magics to travel across the planes of reality.
Humanity, heralded to be the youngest of the Races of Gaea, for they are noted to be the last to rise to civilization. Never the less Humanity has proven to be one of the most versatile of the Races that populate the world, having survived many a calamity, and persevere through their inner strength. For good or ill, and all that is in between. Humans are by and large the most populous of the Races on Gaea, and can be found in all four corners of the map. Coming in many shapes, sizes, and colors; with, just as many variations in language and culture.
Saerheasta, Rythfae, Those From Across the Sea, West Men.
The Saerheasta or Rythfae as in their native tongue, are the race of Men that came from across the Sea of Ancaliene centuries prior. It is their calendar that the time frame of the role play is marked by. BL for Before Landing, and AL for After Landing. This denotes the time after the landing of the Saerheasta as they fled from some calamity that struck their homeland.
They fled in great numbers and arrived on the shores between the Great Forest and where Windstorm Castle now stands. Their leader at the time was King Palan, and his family lead the colonization of the Kelzmere region. However, Palan was killed in 2 AL by some Elves that lived in the area and it passed to his sons to lead his people.
The Saerheasta are known for being tall, strong, and many possessing blonde hair with bright eyes like the Sea. The Saerheasta have proven to be the most numerous of the races of Men in the Kelzmere, and arrived after the First Men came two centuries prior. Their legends speak of a lost Kingdom beyond the sea call Atollvenaaz. The exact reason for this loss has been lost to the sands of time, and every mariner sent to the rumored last known locations has never returned.
Never the less the Saerheasta have proven a resourceful and valiant people in times of danger. Proving to be great city builders and boast many strong places of refuge. Though, they are divided into several territories, the greatest being the Kingdom of Old Sarin. As their territories splintered following a large civil war of unrest that ravaged their Empire for over a decade.
Inspiration: Medieval Germany/France
Naedse, Northmen, The Nordfolk, Daz Vollk
The Naedic peoples, or Vollk in their own tongue, arrived from the North via ship in 42 AL. Traveling down the coastline of the Kelzmere to rest in their current location in the Grongheim Mountains and Freyja's Fjord. Naedic colonists have traveled and settled in the Wisperhead Mountains, founding Moorlan and building Castle Azahar. While Thainzhelm was originally a Naedic merchant colony to trade with the Saerheastans that had spread into the region of Lake Telkontae.
The Naedic People's arrival is a mystery, for they did not keep written records until meeting the Saerheasta and Elves. However, they soon established a reputation as excellent warriors, raiders, and shipbuilders. Preferring lighter, shallower sea craft capable of gliding along the waves. This allows them to raid far inland along rivers and fjords without worry of becoming run a ground.
Inspiration: Pre-Christianized Norse
Anglarikans
The Anglarikans where the last group of Men to arrive in the Kelzmere mountains in the year 61 AL. Arriving from the East, crossing the Mountains, and being akin to the people of Engar. The Anglarikans have grown to be fiercely independent, and established their own realm with only a brief period of being under the suzerainty of the Saerheastans during the 3rd Century.
The Anglarikans moved into the Great Vale, a naturally defensive region, and quickly populated the land. Having relations wit the Dwarves and contact with the Elves to the North and Saerheastan peoples to the West. They are said to be shorter, but hardy, and known for being a nation of woodsmen.
Inspiration: Medieval England with some Baltic influence
First Men
The First Men are the race of Men that first arrived in the Kelzmere. No man had lived in the region prior, and retained a highly tribal nature. Worshipping animals and nature, while building few structures that were meant to be permanent. As such they are highly mobile, though few and far between.
Inspiration: Native American Tribes
Paletine
The Paletine people arguably where the first race of Man to achieve civilization in the Western half of the Continent. Building great cities and becoming great expansionists. Forming large bureaucracies and staunchly against magic and all things arcane. Curiously enough they are the first humans to experiment with alternative forms of governance than monarchy. Forming the worlds first Republic and the largest human nation in the world by the 6th century AL.
Inspiration: Greco-Roman and Byzantine people
Volyorian
The Volyorians migrated from the East between the realms of Engar and the Desert. A people steeped in the arts and science the Volyorians once held sway across all the lands South of the Kalzmere mountains and the Sea until the sands of the Great Desert. However, the arrival of the Ungarn and their own fractious infighting has reduced them to fragmented realms and cities. Having arrived in 33BL they are by now limited to several locations as of 503 AL.
Inspiration: Medieval Italy and Wales
Ungarn
The Ungarn invaded the Volyorian lands from the Steppes, being great horsemen and rangers. Their invasion in 216 AL broke up the Volyorian realms and these newcomers established their own territories. Yet, this mixing caused them to embrace the domestic civilization of the Volyorians and thus they no longer are nomads but a settled people.
Inspiration: Medieval Hungary
Venezian
The Venezians used to be of Paletine origin, however they separated from the mainland and established their own mercantile culture. Centered in the trading city of Venezia these people are great merchants and seafarers. Explorers and adventurers the Venezian people seem to be in constant competition with the rest of the world. Seeking to exploit everything from horizon to horizon.
Inspiration: Medieval Venice
Engarian
The Engarians, cousins to the Anglarikans, once ruled a powerful dominion in the Central-North of the Continent. However, by 13 AL the Engarian people have fragmented into constantly warring clans, tribes, and petty realms. Falling and rising like the tides with no clear unity sparking between the desperate people of the area.
Inspiration: Ancient Celts
Anotans
The Anotans have lived in the arid lands of the Deep and Great Deserts for time beyond memory. Settling along the coastline where Marshala and Iskandrun now stand for ages, these peoples are hardy. Tough to survive in the harsh heat of the Sun, and the Cold light of the Moon. These people have endured and fight fiercely for their independence from such powers as the Paletines from the South-West, and invaders from all directions. Keeping their ancient homeland in their hands.
Inspiration: Medieval Islamic nations
Savannah and Hasani
The various tribes of the Savannah and Hasani, culturally rich, but fragmented. These people have inhabited those great grasslands and jungles for ages, and have not faltered from outside invaders or the ravages of time. They are not civilized by Paletine or Kelzmere standards, but possess their own unique culture and social hierarchy.
Inspiration: Medieval-Ancient Africa
Marzgol
The Marzgol are a people of equestrian stock. Herders, nomads, and horsemen. Fearsome in the arts of mounted warfare the Marzgol constantly raid the Oriental peoples to their South, and fight against the Orcasi and Oguin that enter their lands.
Inspiration: Medieval Mongols
Easterner/Oriental
The Oriental or Easterners dominate the Eastern half of the Continent. Possessing great wealth and power the armies of the East are numerous. Having originated along the coastline as fishermen and sea traders the Oriental people have founded powerful realms all throughout the Eastern half of the Continent.
Inspiration: Medieval-Ancient China
Khamul
The Khamul have been a people with mixed fortune. They are currently in decline, several of their great cities are abandoned and being lost to the jungle. Their power has faded and allowed the encroach of the Orientals to the North, while they are no longer unified. Once a dominate realm of civilization that could field herds of war elephants and legions of troops. Possessing great wealth and building many magnificent cities and temples. Now the jungle is slowly swallowing their civilization whole as their power wanes.
Inspiration: Medieval Khmer and Ancient India
Elves (Mari, Taal-Zin, Old Folk, Alf(en)) The Elves or Mari in their own tongue (Adaenari), where the first race to achieve civilization. Originating from the Kelzmere region the Elves have been a power in that area as far back as anyone can remember. Being a fair, long lived, and creative race. The Elves are divided into several cultural identities that heavily influence their appearance, territories, and outlook on life.
Valtmari (High Elves)
The Valtmari, known for being great builders and craftsman in metals, while also being the most numerous of the Mari kindred's. Possessing a past mixed with golden peace and horrible bloodshed. The Valtmar are ardent believers in the Pantheonic powers and once held sway over almost the entirety of the North-West of the Continent over a millennia before the arrival of humans into the region. Their only rivals being the Dwarves of the Kalzmere mountains and ultimately their conflicts would allow for the younger races to move into the region with little resistance.
The Valtmar are based within the Asaheim Mountains, their capital being the city of Valtmeris, and guard entrance into their territories. Small populations of Valtmar do exist scattered around the North-Western quarter of the Continent. Known for their primarily blonde or black hair and light colored eyes, arguably the tallest of the elven kindreds, and by far the most martial.
Lunamari/Numemari (Moon Elves/Elves of Numeren)
The Lunamari, closest to Numeren, known for their pure white hair and ice colored eyes. The Lunamari strangely enough hold a Lesser Spirit, Numeren, in even esteem as the Vaulted Ones themselves. Some devout Lunamari live largely nocturnal lifestyles and more than once have been mistaken for Vampires by those inexperienced in the lore of Elves. They are a rare sight, never being in large numbers, and primarily live in the Wintry lands North of the Asaheim Mountains. Despite this the snow seems to affect the Lunamari less, and rumors abound of them walking above it without even leaving foot prints. Lunamari clothing is prized for its light weight build but able to keep a person warm even in the fiercest of blizzards.
Taraemari/Children of the Forest (Wood Elves)
The Taraemari, also known as the Tarsamari after their only real city, or the Wood Elves to many of the humans of Gaea are one of the younger kindreds. Composed of Mari who left the Valtmar Empire to establish a realm within the Great Forest. The cause for this divide is debatable but primarily borne of disapproval for the warlike dominion the Valtmar sought to establish and maintain. However, dynastic feuding, kin-strife, and other sources for derision are likely to have played a part.
The Wood Elves are by far the second most numerous of the Mari after the Valtmar and the most secretive.
Sulemari/Faeran (Fire Elves/ Elves of Fire)
The Sulemari is what the Fire Elves refer to themselves as, but to most everyone else they are the Faeran. The definitions of both names are almost identical but are for different perspectives. The Sulemari gave themselves the name for the dominant color of their hair and their affinity to master flame. Being great smiths, mages in the use of fire, and largely in good relations to Dragons residing in Helgraad before the Cataclysm. The term Faeran is in reference to their former capital city, Faera, and how it seemed a hellish place. Full of fire and rivers of lava. This was technically not the case as Faera was largely regarded as a beautiful city on very fertile land. Only after the Cataclysm was their lakes and rivers of lava about the ruined city.
The Sulemari vied with the Valtmari for hegemon over much of the Kelzmere region. Devastating wars being fought between the two Elven kindreds for generations. Ultimately the Cataclysm signaled the fate of Sulemari and gave the Valtmari the upper hand to drive them to near extinction. After this many of the remaining Sulemari left in red ships for across the Ancaliene Sea. Only a small faction held out in Vilvarion Castle, The Sorcalins, and as such the Sulemari are pretty much extinct on the Continent. However their artifacts are of great power and many adventurers have braved Helgraad to plunder the Faeran treasuries. Only few have returned unscathed or at all, and mostly with nothing more than their lives to show for it.
Oemari/Balomari (East Elves/Black Elves)
The Black Elves, or East Elves, where a group of Elves that left the Telkontae region some fifteen hundred years ago (circa. 1000 BL), and journeyed into the Far East. Crossing the realms of Engar and passing over the World Mountains. Little contact has ever been established, and few rumors of Elves come out of the Far East. Simply viewed as legends and spirits rather than a society.
However, a few have returned, at least the descendants of those who journeyed East. Speaking of sprawling cities and great flare-roof temples. Of vast wealth and a myriad of different people living under Kings and Emperors.
Geisamari/Kalzmari (Shadow Elves/Mountain Elves)
The Elves of the Mountains, The Shadow Elves, and the most recent offshoot of the Elven race as a whole. Splitting off from the larger Valtmari and Tarsaemari societies for allegedly religious reasons. Differences in dogma and possibly even pogroms conducted by the greater Elven society as a whole has led them to be distrustful and bitter to their cousins. The Mountain Elves as they are referred to by the Dwarves, and the Shadow Elves by other Elven peoples are largely nomadic, but hardly ever leave the Southern Kalzmere Mountain range.
Described as rustic and quiet folk, often moving unseen save unless they wish to be spotted, and wearing mottled clothing to blend into their surroundings. They refer to themselves as the Kalzmari or literally Elves of the Mountains. Other Elven societies refer to them as the Geisamari which translates as Elves of Shadow. Religiously speaking the Mountain Elves without a doubt worship Vaemidia but also value Saelerdon for Wisdom in their nomadic lifestyle.
Bachurmari/The Forgotten (Dark Elves)
Not much is known of the Dark Elves, only that a single clan of Elves in the earliest days left the Continent. Heading across the Sea to the West, and never returned. Simply saying that they where, "Journeying to the Ends of the World, to find the last shore, and a the final sunrise." Whatever this means is up to interpretation, but it has been over two thousand years since the Dark Elves left the shores of the Continent, and have never been seen again.
The Durognar, Ones that Delve, The Dwarves The Dwarves, the Durognar, the Ones that Delve possess many epithets. The second eldest race of the North-West, and entered the Kelzmere region shortly after the Elves, though they were far more unified than that elder kindred. Only fragmenting in competing City-States hundreds of years later and not long before the coming of humans into the North-West.
The Dwarves while seperated into several city-states can be found in various cities throughout the Continent. Their civilization is centered on Durognarin, the City of Durog, the City of Dwarvenkind. However, Dwarven smiths and caravans have trekked across the Continent in all directions. Keen craftsmen, miners, builders, and savvy hagglers of commerce. The Dwarves seldom go to war, but when they do, they are fierce. It is said if all the Dwarven clans unite they could easily go toe to toe with the other races of Gaea.
Oguin & Orcasi The Beast Men and Downfallen Race Goblins & Hobgoblins
Oguin
The Oguin, a race described as the sheer embodiment of savagery and blood lust, a race of Beasts horrifically mixed with that of Man, Elf, or Dwarf. A diverse race that lives for nothing more than for survival, but possesses a cruel intellect. The Oguin usually exist in packs or hordes ruled by leaders that are the biggest and the baddest. Usually gaining position by killing or outliving the previous leader.
The Oguin can reproduce rapidly, hatching from eggs or in litters, and are very diverse. Ranging from large Minotaurs, to swift Centaurs, to terrible conjoining of other animals and humanoid beings. Their origin is relatively unknown, but two possible stories have credibility. One possibility is that they were the failed creation of one of the Vaulted Ones or lesser spirit. A second origin is that the Dark Ones had a hand in their development, or that they were a cursed group of Humanoid beings. Whichever the case any morality they once possessed has long been stripped away.
The Orcasi
The Orcasi, The Downfallen Race, and often shortened to Orc although this is seen as an insult to the members of this race. The Orcasi despite their reputation has ferocious nomads prone to warlike behaviors are a very honorable race. In ages past they were a civilization to rival the Elves and Dwarves in the Great Savannah. Described as athletic, fair, and having green skin with dark or red eyes. The Orcasi spread West ward towards the Sea of Marmaera and built the city of Gormogh. It's walls the color of dark emerald still stand to this day. Though the rest of the city has been gradually replaced with wooden homesteads or tents.
The Downfall of the Orcasi is uncertain. But the Orcasi tell the story that the Great Chieftain Ghuzkhan was fooled by a Demon into creating a weapon that could pierce the Heavens. The weapon was supposedly a ballista that when fired into the sky it would allow one to enter Gaea or leave to the Aether. The Vaulted Ones in their retribution for this devastated the Orcasi, and Taeron slew Ghuzkhan in single combat. For his power had grown great under the influence of the Demon. Solomni himself descended with the Sun and scorched the lands were the Desert Tribes now inhabit.
The anger of the Pantheonic Gods was so great that the Orcasi have not rebuilt themselves to this day. But now live as fragmented tribes far and wide across the Continent.
Goblins
Goblins, Green Men, Grunmannen, and so on. Goblins are a diminutive race, even shorter than Dwarves and not nearly as strong. Traveling in something akin to a tribe or clan, and usually led by Hobgoblins. They are nasty, dirty, violent, but cunning and short tempered race. Typically found in wilds far from inhabitants or underground the Goblins are an enigma. They possess no natural affiliation and will not make deals or bargains. That is above their means to comprehend.
Hobgoblins
Hobgoblins are the larger breed of Goblinkind. Slightly smarter, more cunning, and typically the leader of a Goblin horde by the fact they are the meanest and the largest. Goblinkind politics usually amounts to who is the bigger brute, and who can make the heads roll to keep everyone else in line, and as such more akin to dysfunctional wolf packs than anyone else. Hobgoblins are known to average around five feet tall, and have even been known to utilize weapons taken from fallen foes. Though, with none of the skill, but twice the savagery. Further they are identified as possessing yellow skin and eyes of pure red.
Vampires
Vampires emerged in recent centuries from mysterious origins, being first reported in the South-West of the Continent during the 2nd Century, and in the North confirming reports identical to those in the South surfaced by the 4th Century. Their exact origins are unknown, however there are four known ways of becoming a Child of the Night.
In order to become a Vampire you must either be bitten and fed on till near death, Cursed by a God, Dark Magic (extreme Necromancy), or "Gifted" by a Dark One. However, for some odd reason depictions of Avalar as a "Father of Night" are seen in various examples of Vampiric art. What connection Avalar has seems to be paternal if not necessarily mutually beneficial. In a way Avalar has blessed them with unlife but at the same time robbed them of their immortal souls so that if they truly die they will become dust.
A Vampire, if well fed through regular feeding (a couple meals equaling to a few pints a week), can blend in perfectly to society. As their victims seldom even notice they are being fed on due to the enrapturing poison being injected into their bodies from the fangs of the Vampire. Only those of strong will can thoroughly break the Vampire's grip once the feeding has begun. But, a Vampire can control the injection of the non-lethal poison, and it is common among Vampire societies to keep willing companions or servants. As the blood of the willing is always sweeter and more succulent than those laced with fear.
Further Vampires can walk in sunlight, if well fed, unlike the tales common in the cities and villages of Gaea. Though, frequent forays into the light of the sun without any meager of protection (like clothing or a hat) can cause Sun's Sickness, or Sun Fever. A condition where the Vampire is physically frail, practically languid, and needs to be buried in the Earth to recover. The soil of cemeteries are highly prized by Vampire covens due to its rumored natural healing properties for the Undead.
But what truly makes a Vampire deadly is their strength, as a well fed Vampire can easily fling a Human adult over a distance of 25 paces. Coupled with their natural night vision and fast healing (unless injured by silver or starving), from which even decapitation and severed limbs can be recovered from over the course of several days, and all topped off by being highly flexible to the arts of scaling over objects. Being able to possess strong retractable claws to grasp brick and mortar or earth very easily. Making them fearsome predators.
On the flip side, Vampires also posses several weaknesses. Despite having retractable fangs a Vampires canines still appear longer than usual, not a dead give away, but one of the first clues when hunting them. The most obvious is an aversion to silver, as the substance when forged into weapons (and even more lethal if blessed thoroughly in the names of the other Gods) can be very lethal. In the hands of an experienced fighter a silver weapon can kill a Vampire just as easily as it can kill a man. For Vampires can die like a mortal to its edge. Next is starvation, Vampires can survive a few weeks without feeding, but become weaker, more feral looking, and easy to spot. Along with the risk of burning in Sunlight due to their weakened state. Lastly, running water (rivers) is a natural obstacle for Vampires, as it saps the unlife from their dead flesh due to water being affiliated with Romoro, one of the Gods that hates Vampires and struck down Necropol.
Necropol (Necropolis)
Now the Vampires of Necropolis are rumored to be the original (and regard themselves as such) bloodlines, and where once Human. However, the city was decadent beyond measure, and although they worshipped Avalar they scorned the other Gods. Replacing the other Gods with the Dark Ones in their temples and shrines. This angered the other Gods and on the longest day of the year, the Summer Solstice, the other Gods cursed the inhabitants of the city to wither by the Suns rays. Nearly the entire city's population was reduced to charred bones and ash, so was the intensity of the Gods combined wrath. All the nobility in the city burned on the central plaza, having been out praying. Only a single Princess who was in the temple of Avalar was spared.
However, only Avalar, perhaps seeing hope in their damnation gave them unlife. Legend says that he came upon a chariot pulled by four black steeds, and kissed the Princess of the City. Death's Kiss made her into the first Vampire (according to the lore of Necropolis). Soon Vampirism spread amongst the surviving population. Becoming the new aristocracy and claiming to be Avalar's "Children".
The Vampire's of Necropolis soon become powerful, and through subjugation of neighboring Human tribes created a class of Human serfs to labor for them. In effect a slave state of Vampires.
Vampyra (City of Blood)
Vampyra, or the City of Blood, and also known as the City of the Blood Pirates. Is a former Paletine colony that had been taken over by Vampiric pirates in 156 AL. The Vampires having originated along the Vampire Coast, and raided into the lands of the Naedse. There they became dominated by new Naedic Vampires who launched a surprise raid on the city in 148 AL. Subsequent raids leant to full scale invasion by a Naedic Vampire Chieftain named Pragnr Bloodbeard. Pragnr took the city in 156 AL after a night assault succeeding a siege of forty days.
By 503 AL the city is host to various Vampiric Pirate captains, Chieftains, Warlords, and Cabals that live in a precarious peace upon the Island. Governed by a Blood Council that forbids upon the murder of other Vampires on the Island. Though, once you venture beyond sight of the Isles shores everyone and everything is fair game.
Liche
Liche (or alternatively as Lich), Often such a creature is the result of a transformation, as a powerful magician or king striving for eternal life uses spells or rituals to bind his intellect to his phylactery and thereby achieve a form of immortality. Liches are depicted as being clearly cadaverous, bodies desiccated or completely skeletal. Liches are often depicted as holding power over hordes of lesser undead creatures, using them as soldiers and servants.
Unlike zombies, which are often depicted as mindless, part of a hivemind or under the control of another, a lich retains revenant-like independent thought and is usually at least as intelligent as it was prior to its transformation. In some works of fiction, liches can be distinguished from other undead by their phylactery, an item of the Lich's choosing into which they imbue their soul, giving them immortality until the phylactery is destroyed.
Zombie
Zombies, unlike the above Liche, are generally mindless or possessing low intelligence at best. As the corpse is re-animated and directed by the whims of the one controlling the zombie(s), then the mind previously tethered to the corpse. By Necromancy it is possible to make a zombie into a Liche, and a Liche into a Zombie by bounding the soul or memories of the person who had died to their corpse. Though, they are less effective and independent than a full Liche.
Revenant
Revenants are reanimated corpses or materialized ghosts that have a simple purpose. To terrorize the living, and therefore possess a single intellect or cause. Often created from the bodies of victims of murder, rape, or other such crimes. Making a Revenant fearsome in its singular goal to terrorize, kill, or brutally inflict harm upon an individual, group, or locale. This, however makes them easy to dispatch by simply burning the corpse, salting the ashes of the deceased, or banishing the ghost/spirit of the Revenant. As they will only target one specific person/group, and tend to ignore anything else.
Werewolf
Werewolves, although not undead, are typically lumped into the same category as Vampires and the Undead. As they are seen as unholy abominations in the eyes of followers to the Pantheonic Gods. The first Werewolf was heralded to be a member of the First Men, who after the murder of his daughter swore by all the Gods that he would have his vengeance. But when he failed and the murderer walked free, he cursed the Gods, and thus awoke their wrath. Vaemidia cursed his form, having his living essence turn into the body of a wolf-man and lose all sense of morality. Becoming an animal in the eyes of the Gods. His bite was infectious and could spread lycanthropy.
Finally, Vaemidia, in a swing of pity, came to Gaea and healed the man of his divine curse. Lifting him up to her Garden for all Eternity. However, his siring of other Werewolves was not reverted. But that these Werewolves swore to never harm the innocent, and fled to the Isle of Werewolves. Where they sired more like them, until generations down the line their descendants did not have the same mindset of honor. Instead going about and becoming the beasts of legend, that the mere mention of strikes terror in the hearts of children, and many a village has been hanged to try and destroy.
Werewolves possess great strength, like a bear, but are weak against silver and Wolfsbane. Wolfsbane said to have been made by Oroman the Huntsman to aid fellow Hunters should they fall victim to a stalking Werewolf. As the plant is poisonous to them and its mere scent can cause them to flee.
Dragons
Dragons, the Winged lords of the sky, and whose roar many a stout heart has quivered in terror! But, for all their ferocity, raw power, and resistance to magic they are highly intelligent creatures. Many rival scholars in their knowledge, as their naturally long lives allow them to accumulate much first hand knowledge of the world. It is even rumored that Dragons are the oldest sapient race in the world, having been the Vaulted Ones first creations, and the only ones able to naturally resist the corrupting influence of the Dark Ones. For a Dragon may only serve out of free will, aside from being tricked of course into servitude. A common misconception is that Dragons cannot wield magic, they can, though it is unnatural to them and thoroughly exhausting to use. The price Dragon's pay is their energy, and thus a magical duel can quickly become lethal via the fact they can quite literally kill themselves from the over use of magic. As such most Dragons simply for go magic usage all together.
Dragons come in many shapes, colors, and sizes. Though even the smallest Dragon is larger than their diminutive cousins, the Wyvern. Dragon's come in multiple subtypes that reflect the environment in which they grew up in. Even earning them such monikers as, "Ice Dragon or Dragon of Fire," to name a few.
Dragons are also exceedingly rare, their natural locales few and far between, despite being highly adaptive creatures. Dragons originated in the fiery mountains of Helgraad. Quickly spreading South to Volcania and beyond into the East. However, their low birth rates meant that their populations are always small, and with the passage of time fewer still exist. Hunted for their scales, low birth rates, and often living alone meant the Dragon species has always been endangered of extinction. Though they persist to the current era. Legendary Dragons
Balerion the Black
Balerion is the only thoroughly recognized dragon to be completely black scaled. His red and purple eyes like the visage of Death itself, and thus earning him the title, "Herald of Avalar," for his terrorizing presence. Balerion is an enigma, and has not been confirmed to exist past the 2nd Century AL. For no sightings of him have surfaced since then.
But Balerion has earned a fearsome reputation, many villages and towns have been lost to his flames, and if the legends are true the black dragon had devoured the Soul stone of a Dark One in ages past. Consuming the spirit in the fires of his insides. His fire is also black, and rumored to be infused with arcane power. Geldr the Wise
Geldr the Wise, was a Dragon that valued knowledge and learning. Very much a scholaric creature Geldr assisted in the gathering of many ancient tomes and scriptures. Sadly, many have been lost to time, war, and ill care. Geldr, scales of bronze, and of soft voice. Was last seen in the Asaheim Mountains in the year 46 AL.
Valkunr the Mighty
Valkunr, one of the few dragons to ever serve a mortal man, and last seen in 297 AL flying North to the Oden's Shield mountains. Valkunr has fought alongside the Valtmar in ages past, and recently served King Aalen V of Sarin in the 3rd Century AL. For Aalen V ruled the last unified Saerheastan realm where all the lands belonging to that people lived under one Crown. Often doubling as that great Kings mount, Valkunr earned a reputation as a terrific warrior, and his name is sung by Men across the North.
Sakathar the Silent
The Silent, little is known of this particular Dragon. Only that he once ferried Numeren from the Moon to Gaea and back. For his great silver wings bore her aloft so that she may commune with the Moon Elves when they first awoke under the stars.
Asavon the Mist Serpent
Asavon, a Dragon of great length and blue green scales. Asavon once befriended the Moon Elves of old in the frigid Northern mists. Asavon has ever been a friend to the Moon Elves, and has closely guarded their most secret locations until he vanished unto the mists. Valerion the Golden
A golden Dragon of great power, rivaling Balerion and Valkunr in might. Last seen flying South across the Sea to Paletine in 255 AL. Valerion was originally sired from Naaslaurung the Old several hundred years before the arrival of Men in the North.
Naaslaurung the Old
One of the oldest Dragons rumored to still live, venerated among the Naedic peoples as a source of wisdom, strength, and virtues. Naaslaurung fought the Dragon Gurunthang above where Norzheim now stands, and slew his wicked brethren in an aerial duel lasting twelve days. On the twelfth day the Naedic peoples caught sight of Gurunthang, who had assailed their ships, plummeting into the waters of the Fjord. In death. It was there, at the closest point of the shore where Gurunthang had fallen that the Naedic people founded Norzheim in 42 AL.
Marimex the Proud
Proud Marimex of the green feathers, for his head bore beautiful feathers the likes of which had never been seen before. Marimex was the proudest of Dragons, for his knowledge in sorcery was great. Though, he was also the most fickle, and after the Cataclysm of Faera he fled to the Dragon's Wood and has never been seen again. For he refused to aid the Fire Elves, declaring them a people in folly and they had been doomed from the beginning.
Woatoth the Builder
Woatoth, sire of Marimex, helped in the building of the Twilight Fortress. His fiery breath and strength created the foundations that anchor that great bastion. Woatoth had always been the most creative of the Dragons, and rumored to have assisted in the construction of ancient Romul in ages past. He has not been seen again for half a century.
Jagundr the Trickster
Jagundr, alone out of all the Dragons to have flown West and returned. Though he dis not speak of what he saw, at least in truth. Jagundr made his abode near the Gates of Thargon until the legendary Naedic warrior Brunden fought the Dragon. The Dragon having challenged Brunden to a game of riddles to let him pass by secret trails, the loser having to be killed. Brunden passed all but the last riddle, but Jagundr had cheated. For the last riddle had no right answer to choose from, and so in anger Brunden hefted his great sword Goretooth to begin the battle. Both Dragon and Man fought day and night, and in desperation Brunden grappled with Jagundr. Wounding him in the neck and causing both to topple over the edge of the Dragons lair. Neither have been seen since.
Voslaurung Silverscales
Voslaurung, whose silver scales shown like polished mirrors. Little is known of Voslaurung other than that he was the hatch-brother of Naaslaurung, and sired Jagundr. Voslaurung traveled to the far East during the 1st Century AL and has never been seen again. Though rumors abound of a silver serpent with great wings like mirrors living in the World Mountains.
Gryphons
Gryphons, great four legged avian creatures, and known for their ferocity. Gryphons are highly predatory creatures, and not unknown to mall a full grown Human to death with their razor sharp talons and fearsome beaks. Making them particularly deadly in close combat, but their feathers are highly prized. Along with their bones for ivory and skins for clothes.
Gryphons are intelligent, not capable of speech or approaching the sapience of Dragons, but possess an ability to understand orders and animal cleverness few can match. It is not uncommon for Gryphons to use the weather and surrounding area to expertly ambush groups of prey, or defends their roosts.
Gryphons, unlike their much rarer and larger breed, the Demigryph, are not large enough to be used as mounts. Gryphons and their larger breed originated in the Iron Mountains and quickly spread to the Southern Kalzmere and Ring Mountains.
Demigryph
The larger, rarer, and just as intelligent breed of Gryphon. The Demigryph. A Demigryph is extremely rare occurrence, as it requires a set of genetic mutations to birth from egg, and grow into such a large and impressive animal. Further, a Demigryph easily bonds from hatching to a master, and thus out of the two is suitable for domestication.
Demigryphs cannot be bred, as Gryphon domestication is nearly impossible given their mentality. Making them extremely rare and highly prized. Though with two strong Gryphon mating partners it is possible to have a good chance at producing a Demigryph.
Hippogryph
On the opposite side of the spectrum are Hippogryphs, which, are roughly the size of a cheetah. Unlike what the prefix of their name suggests. Hippogryphs are pack animals, unlike the larger breeds. Preferring the plains of the Savannah and Steppe than to the mountain peaks. They are known for their pink and magenta colored feathers, meant to dazzle a predator and allow a swift escape. They are prized pets of the Savannah and Steppe peoples, and proud warriors display their feathers on their dress.
Wyvern
Wyverns are the lesser cousins to Dragons. Being far more numerous, but not nearly as fearsome, or particularly bright. Wyverns do not possess the sapience of Dragons, and have none of their larger cousins immunities. They do not even breath fire, and rely upon the advantage of being smaller and airborne for hunting.
Wyverns live primarily in the Eastern Kalzmere, Grey, Ring, and Kurdan Mountains.
Roc
A Roc or Ruhk in the Anotan language is a creature that looks like an eagle, but of enormous size and strength. A particularly rare species originating in the Kurdan Mountains and said to carry away Humans and animals alike to be fed to the Roc's young. Roc's can be seen on carvings throughout the Ruins of Ah-Kurdan and to a lesser extant Old Farsha. While not particularly malicious Roc's were often hunted for their feathers, bones, beaks, and talons. Each one was said to hold magical properties of strength, immunity to poisons, ability to receive visions, and able to cut steel.
However, Roc's are intelligent hunters and despite their size are perfectly capable of stalking prey from high above the clouds. They do not possess any natural resistance to general weaponry but are fast, strong, and usually able to out fly most everything else. Dragons seem to be a natural predator and a famous sighting by the ancient Anotan historian Rahmun Alishazzar dated from the 9th Century BL depict an aerial fuel between a Dragon and a Roc within sight of the city. The Roc was unable to injure the Dragon due to the latter posessing hard scales, but the Dragon easily killed the Roc in turn.
Roc's in the present are not just now native to the Kurdan Mountains. Sightings have been made as far South as Tyra and Augusti; As far West as Numera; And as far North Great Mountains.
Phoenix
The Phoenix is a semi-legendary avian creature. Said to be a sign of blessing from the Pantheonic powers and gifted with the powers of reincarnation. Phoenix's are not immortal, at least in the general sense of the word, and can reputably live up to 1,400 years of age. Phoenixes seem to have no known area of origin, but a semi-canon source from Paletine scholar and philosopher Arkimedus of Eiparus, writing in the 2nd Century BL, states that the birds originated from Volcania. The veracity of this work can be called into question by that of the Anotan scholar writing two centuries prior mentioning Phoenixes being found in the Kurdan Mountains and Grey Mountains.
Nikomodian Lions
Nikomodian Lions are native to the area surrounding the Ruins of Nikomodia and East Weald; along the Savar, Samarcid, and Haszarpul rivers. Some prides can even be found wandering the Great Savannah as far afield as the Inland Sea of Ghora. Nikomodian Lions are almost identical to normal lions, except for their silver fur and eyes, great strength, and steel like hide. It is hard and thick like an elephants. Male Nikomodian Lions even possess scales like plates along their heads, shoulders, back, and sides. They are difficult to kill, but prized for their pelts and scales, along with with other body parts for alchemist purposes. However they are efficient hunters against Humans and equally intelligent in terms of survival. Making them extremely difficult to track and kill.
Sand Wargs/Sand Wolves
Sand Wargs or Sand Wolves are native to the deserts of The Continent. Traveling in packs in numbers as large as forty they are efficient killers and stalkers of prey. Not natural predators to Humans, but during seasons when game is scarce they have been known to prey on Humans, typically snatching children or the elderly in isolated villages or nomadic caravans.
Their large size, with females being larger than males, has enabled them to be tamed for riding. Though, the wild can never be truly bred from them, and thus only the Orcasi have been known to ride them with anything considerable to skill. Even then they jealously guard their secrets on the matter. Otherwise the steed could easily turn on their master if provoked or starving.
Balren
The Balren originate from the Shrouded Lands across the Sea of Ancaliene. A forbidding place that no mariner would willingly sail towards. A place of abandoned cities, mass graves, and foul sorcery. The Ether itself supposedly warped and twisted. The Balren are a fire elemental race whose origin is not known but scholars propose them being actually foreign to the Shrouded Lands. Either brought their by curse or managing to come from another plane. Whatever the answer it is the Balren seem to assault the races of the Continent whenever the possibility arrives. However, they seem limited in the range of their red ships as they have not yet arrived in the South-East or far North-West. Their ships simply turning around. A mystery.
The Frostlings
The Frostlings herald from the far north of Midheim. Arriving during the Winter to invade and rampage across the Continent for much of the latter half of the 7th Century. Only through much hardship and loss of life where they thrown back. Yet, it was not a complete victory as Frostling warbands still roam the Continent pillaging and slaughtering. They are strongest during the Winter months when they wield deadly frost magic, but hibernate during the Summer, and are essentially at their most vulnerable.
The Vaedin
The Vaedin are the historical cousins to the Naedic peoples who migrated to the Continent shortly after the arrival of the Rythfae/Saerheastans. The Vaedin like the first generations of Naedin raid and pillage the Western shores of the Continent. Even going so far as to establish new realms on top of conquered enemies. Opportunists to the core and tactful traders when not raiding. They seem to be ever in a blood feud with the Naedse.
Hello,
I'm a veteran roleplayer interested primarily in fantasy, post-apocalyptic, gothic fantasy/horror, and science fiction.
I was born in Sigmaringen, Germany and I am a university student studying Forensic Psychology. I like hiking, Rugby, and 80's music!
<div style="white-space:pre-wrap;">Hello,<br><br>I'm a veteran roleplayer interested primarily in fantasy, post-apocalyptic, gothic fantasy/horror, and science fiction.<br><br>I was born in Sigmaringen, Germany and I am a university student studying Forensic Psychology. I like hiking, Rugby, and 80's music! </div>