Avatar of Verse Zero
  • Last Seen: 6 yrs ago
  • Joined: 8 yrs ago
  • Posts: 163 (0.06 / day)
  • VMs: 1
  • Username history
    1. Verse Zero 8 yrs ago

Status

Recent Statuses

8 yrs ago
Current Thrash Unreal speaks to me on so many levels. Love that song.
8 yrs ago
addicted to John Wick 2 soundtrack
2 likes
8 yrs ago
When your weekend is basically 8 hours of class followed by a 6 hour shift
8 yrs ago
the intro to Deadpool is one of the best ever. Period.
8 yrs ago
"Hey whats your name?" "I like your face." This is why I don't have a boyfriend folks.
3 likes

Bio

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!

Most Recent Posts

@Sterling

Yes of course!! Any questions you have I'll be happy to answer to get started.
what I got so far?


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.

Aos Vaelle (People of Fire)

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.

Aos Sidhe (People of Fae/Earth)

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.

Aos Svaer (People of Shadow)

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.

Maps
Established Realms
Kingdom of Normeros Internal Divisions

Rules

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.
 
Hobby/Hobbies: Constructing model ships.
@sweetserenity

Shhwweeet
@Claw2k11 @Blubaron45

you two still interested?
Bump
@Blubaron45

yes. More like a revive and also fleshing out the world a lot more


Character Sheet
Name:Amelia
Gender: Female
Age: Unknown
Species: Nightkind
Personality: Amelia is much a combination of the other two Vampire Triarchs in personality. She is a brave, capable warrior and military strategist like Vlad; while also being politically astute and learned like Markusz Aurelian. Bridging the gap between the two who are very much contrasting personalities. As such Nightkind who trace their lineage back to her often display themselves as shrewd and brave. Her defining character flaw would be her sense of justice. Not that it is absent. But that it is overbearing. Swift and just in dispensing it while ruling this may draw the ire of both parties who see themselves as wrongly being punished while others view her methods as wise.

Amelia is often a quiet, solemn soul, spending many a night alone in her private chambers or out riding in the nearby woodlands under the pale moon. She prefers a quieter crowd to that of chattering ballrooms and promenades. Engaging in social appointments and affairs only out of necessity or keen interest.
Physical Description: Amelia stands at 6ft and is lithe, muscles for her build, but also slender. Her body seeming to capture the stereotypical beauty of a woman. Smooth skin, pure white teeth, and bright eyes with flowing raven black hair. Her bosom full and body possessing the right curves in the right places. However, remaining firmly athletic.
Biography Amelia emerged at the same time as the other two Nightkind Triarchs in ages past. Alternating in the Fourth Cycle of the Sun with the creation of The Chain. Two Triarchs hibernate while one rules. Thus she has leap frogged through time for centuries. Alternating as peacekeeper and warlord. She has embraced several individuals and rumors abound about the Elder Princess as she is sometimes called even having biological offspring. Which, given her extremely long life is probable that she had taken a lover or lovers at some point in time.

Her reign in the Fourteenth Century, the last 53 years, has remained tense. The Great War had not solved anything between the various realms of the Continent. Only weakening most and putting everyone back at each others throats once the dust cleared. Nocturne itself once unified is now in a precarious state with the Provinces exercising increasing autonomy at the expense of the Elder Council's power. She is also the only Triarch to hold a feudal title and is Voivode of Transylvania.
DO NOT REMOVE: 3486

[box]Faction CS
Name: Realm of Nocturne
[b]Governing Ideology:[/b City-State of Valeria is Meritocratic but the provinces vary between such and feudalism. The Legislative Arm of Valeria is the Elder Council which is made up of the city's districts. The Judicial Arm is made up of Triarchs appointed and Council approved Magistrates. The Triarchs fulfill the executive arm of government.
Leader(s): Amelia
Territorial Claims: Nocturne (1) on the map.
Population: 1.2 Million in the City-State of Valeria with the provinces providing another 12 Million.
Armed Population: Few thousand Death Dealers (all vampire), 15,000 peacetime Valerian Guard (all human), and provincial standing forces create a number approximate to 20-25 thousand at any given time.
Death Dealer appearance


Valerian Guard


History: Nocturne has occupied a central history to the Continent in that its position has led it to be involved in numerous wars, subject to invasions, and economic prosperity. Sitting on the main land routes for North to South and West to East the city of Valeria is often teeming with foreign merchants peddling their wares. Exotic animals and possesses several minority neighborhoods. Throughout history the Nightkind of built a surprisingly tolerant and egalitarian society. Possessing the largest population and city in the world it is a small wonder when the Nightkind or anyone from Nocturne speaks highly of their homeland.
Culture: Culturally Nocturne is religiously tolerant and socially egalitarian. Though in reality this is not uniform throughout the provinces. Some provinces like Transylvania, Magyan, and Westmark are extremely religious and patriarchal while others like Balatora, Morhemia, and Veiern are not. This extends into political and social spectrums as well. The provinces of Transylvania, Magyan, Balatora, and Westmark are extremely feudal. The province of Tyrstria is organized much like a republic. But they all consider themselves a part of Nocturne.
Currency of Nocturne
Sun: Golden coin at 24 carats
Moon: Silver coin at 12 carats with four making a Sun
Half Moon: small silver coin at 8 carats with ten making a Sun or five making a Moon.
Copper Penny: 100 pennies make a Moon and 300 makes a Sun.

Theme: (Optional)

DO NOT REMOVE: 9312
"The only difference between us and the beasts at our doors is this thin veneer of being civil."


Discord
https://discord.gg/VBTtXxV

Threads

The Roleplay

The role play will be primarily character driven stressing the relationships between role player characters. Focusing on the military-political spectrum of the world and the numerous vying realms. The role play will feature random events conducted by the GM to help keep things moving. Such as plague outbreaks, piracy, raids, and NPC interaction to help move the story along. The military mechanics of the role play will focus on realism and as such armies are not really expected to exceed 30,000 at most. Campaigns are expensive, sieges are time consuming, and paying for soldiers is expensive. Raising levies may be an effective and cheap way to increase army size but a levy can only spend so much time away from their crops and wares before you begin suffering an economic downturn. Famine being a real threat in this world. You do not have to take on the role of possessing a faction as well. It is encouraged but you may alternatively opt to be a part of someone's realm in some capacity to engage in intrigue.

The Setting

The role play is set in 1354FC. Thousands of years in the future after a series of catastrophic events led to the total Malthusian collapse of Human civilization. Epidemic disease, warfare over resources, and agricultural collapse led to the deaths of billions. Genetic mutation, technology run amok, and all manner of horror transpired that led to the creation and rise of the other races. As time progressed and humanity limped on at the verge of extinction the other races came into their own. The Aos Si built a supremely advanced civilization over the ruins of Europe and also supposedly altered the very Earth itself. Thousands of years passed as humanity rebuilt and slowly retook much of Europe (the Continent) and surrounding lands for themselves once more. It is a brutal world were pogroms occur frequently and all manner of beasts stalk the forests, hills, and fields. Vargheists, Ghouls, Mutants, and all manner of horror on land, sea, and air exist.

Rules
1. No god modding or metagaming
2. You cannot be a Triarch (they serve plot purposes and to help drive the story)
3. Rules subject to change
4. I reserve all GM rights to terminate characters and boot people from the role play
5. All Guild site and Mod rulings are to be followed
6. No arcane stuff without my permission
7. Medieval level tech unless permission from the GM is given

CS I'll be using but feel free to substitute it for something better if you prefer
Character CS
Name:
Gender:
Age:
Species:
Personality:
Physical Description:
Biography

Faction Sheet
Name:
Governing Ideology:
Leader(s):
Territorial Claims: (These must be adjacent to one another.)
Population:
Armed Population:

History:
Culture:
Theme: (Optional)

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 in Magna Isla and Sahara to the cannibalistic tribes from the Nilor. From the cold winds whipping across Northern Britaia to the Golden Coasts of Valenzia. Humanity numerically outstrips all the other major races combined and is extremely diverse in anything from language, appearance, to local customs and government style. From feudal states to republics to nomadic tribes Humanity has colonized practically every region of the map. Forming the majority of the nation-states.

Kindreds

The Kindred, or Alders, Elderfolk, or incorrectly termed Elves, are arguably the oldest race on the Continent aside from the Nightkind. 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 200-400 years of age.

Aos Vaelle (People of Fire)

The Vaelle, Post-Cataclysm, followed an individual known as Prince Vaehrenhil 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 or rampaging.

Aos Sidhe (People of Fae/Earth)

The Sidhe were once 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 Zeljuuks 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.

Aos Svaer (People of Shadow)

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 Inner Nostrum, Sea of Herakon, and Basilisk Isles. 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 heat 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.

The Fenrir

The Fenrir, Garhrim, Lykos (Among themselves), Lycans, or Werewolves originated in the central region of the Continent a century or so after the emergence of the Nightkind according to the annals of Nocturne. The Fenrir organize themselves internally by packs under an Alpha. The King of Neostria, the realm that they founded in the beginning of the Fourth Cycle of the Sun, must always be an Alpha among the Fenrir. The Fenrir cannot have children to pass on their condition of being able to turn into a Werewolf. They must instead submit an individual to The Change. Which is a process both Nightkind and Fenrir can conduct too genetically change an individual to become part of their race. The Fenrir version involves, much like the Nightkind, drinking or having their blood put on an open wound. Allowing the Fenrir genome to spread and multiply. Mutating the hosts cells in a rather violent, week long, change at the cellular level. The process carries a 75% death rate when not being cared for continuously while the process occurs. Even then the process only lowers to 50% fatality due to how traumatic The Change is. Once Changed a Fenrir can expect to live up to 150 years of age.

The Nightkind

The Nightkind, Lords of the Night, Nightfolk, or Vampires as they are commonly known derogatively are the founders of Nocturne. The Vampires are not like the typical mythos in that they do not burst into flames from Sunlight. They can walk about during the day, the caveat being that prolonged exposure or being malnourished leads to what is called 'Sun Sickness'. A really bad reaction to the UV radiation of the suns rays that weakens them, blotches their skin, and will eventually kill them like someone took being heatstroke times a thousand. In addition the Vampires are a generational race. The three Triarchs are the oldest of their race and of which all Nightkind trace their lineage back too. This is followed by the Elders and Purebloods (Nightkind that are biologically born or turned by the oldest Elders or Triarchs). Followed by the regular third generation Nightkind. Half-bloods and Quarter-bloods form the fourth and fifth generation Nightkind. Like the Fenrir the Nightkind can turn an individual through the Change but can also rarely produce natural offspring. A natural birth being a celebrated event in many Nightkind households. The term Elder itself is just a title which may be confusing to those who hear it. It must be bestowed by the reigning Triarch or by a vote of the Elder Council (the ruling legislative council of Nocturne) who can only be comprised of Elders.

Faith of Thirteen

The Kindred primarily worship the Faith of Thirteen. A Pantheon of Gods representing different aspects of the cosmos. Odan, Zaeius, Helian, Keres, Horus, Hira, Vena, Tartus, Artema, Athenea, Tor, Tyr, and Apollos. Odan is the God of Knowledge, Future, and Valor; Zaeius is God of the Sky; Helian is the Sun God and Fire; Horus, Lord of Rebirth and Honor; Hira, Goddess of Fertility, Hearth, and Home; Vena, Goddess of Love and Prosperity; Tartus, God of Death; Artema, Goddess of Nature, Hunting, and the Moon; Athenea, Goddess of Victory and female aspect of Wisdom; Tor, God of Storms, Courage, and Strength; Tyr, God of War; Apollos, God of Music, Art, and Water. Each God and Goddess has their own priesthood with numerous local variations and places of worship. In Germania it is common to worship outside at hallowed Oak trees. While in Normeros temples and shrines are common place. Some human realms have adopted this faith for their own.

This is faith is widespread in Normeros, Brittaia, Eire, Germania, Volhynia-Polen and significant populations in Livuria and Nocturne.

Faith of the Argent Shroud

The Faith of the Argent Shroud emerged in the Fourth Cycle of the Sun in Legania. In the city of Torin built over ancient ruins. Believing in a Triadic dynamic of one God expressed in three ways. The Shroud that stands for a literal shroud over a corpse symbolizing a promised afterlife. The metaphorical Shroud of the unknown. The second point is the Almighty Spirit which is often symbolized with a Burning Flame. Followed by the Sacred Death symbolizing a female figure hanging upside down on a crescent moon. This Faith has numerous sects and variations such as the extremely zealous Church of the Burning Flame centered Valenzia along with an internal Inquisition (Inquisitors of the Holy Lance) that hunts down heretics and deviants. The Faith despite variation does have a head in Legania called the Holy Patriarch which rules from the city of Torin.

The Argent Shroud is widespread in Legania, Latina, Occitania, Katalunie, Zardinia, Barcelon, Aquataynia, Dalmatia, Armorica, Jherulestine and significant populations in Brittaia, Jel, Livuria, Nocturne, and Benelux.

Isla

Isla is a Diacratic Faith with a God of Light names Al-Isla and a Satanic figure called Zoros. Locked in an eternal struggle over the world. Islaists and adherents of the Argent Shroud are often locked in bloody religious wars in recent centuries. It is a decentralized faith with many heads of state also fulfilling theocratic roles.

Widespread in Magna Isla, Andaluz, Farsi, Levant, Zyria, Anatolia, and significant populations in Tripolegytus, Numida, Cartha, and Nilor.

Church of Prostopos

A Syncretic Faith formed by merging the beliefs of the Argent Shroud with the native Konstantian Polytheistic Faith of Five. Whereby instead of being Triadic like the Faith of the Argent Shroud it has Five aspects. Life, Death, Rebirth, Afterlife, and Light/Dark. It is not as centralized as the Argent Shroud but the state religion of the Konstantian Empire with the Emperor being the chief clergyman.

This faith is only widespread in Konstantia, Ionia, Grecia, Tyrrhenia, Romuva, Novoro, and Oermenia.

Earthism

Earthism is primarily worshipped among the Dwellers. It is a simple faith stressing connection with the Earth as not only physical but spiritual and that every action has both metaphysical and real implications. As such many ardent Dwellers who could be garnered as Zealots live in imposed poverty, live charitably, and belief in pacifism. Since the Dwellers have no nation for their own their is no ordained clergy or hierarchy for this belief system.

Ancestor Worship & Sun-God

The Aziaria primarily worship their ancestors and living beyond death in a Spirit World adjacent to our own. But still able to interact with the mortal world. The Sun-Emperor also possesses the Mandate of the Sun which places him as a God-Like figure that is the link between the Mortal Realm and the Spiritual. As such many Aziari worship the Sun-Emperor as a god, and the local Daimyo leaders of the twenty-two Aziari clans respect the Emperor despite his real authority being determined by their own competence, and Daimyo willingness.

Shamanism

Shamanism traces its routes to the tribal ancestor and nature beliefs of the nomadic lords of the steppes. The Rosskayans, Belargans, and Kazani to the far East. It is a simple belief system of ancestors looking after or cursing the living. Tribal unity. And the spiritual ability of a tribes Shaman to communicate with the deceased.

Worshipped by the Rosskaya, Belargan, Kaukazen and Kazana.

Nocturne Timeline
Encyclopedia Terra et Nocturnis
The dates listed herein are given by the reckoning of the Realm of Nocturne by Council Commission. Conflicting dates and other sources are appropriately listed. -Virgil

The Time of Ancients
21st and 22nd Centuries are held as part of this era. Also the first of the Immortals appear (Vampires, Fenrir (Lycans), and later the Aos Si, Dwellers, Giants, and numerous others are mentioned). Vampires form The Covenant which organizes them under Three Elders in a civilization centered in central/eastern Europe at the fortress of Noctis Mons.

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 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 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 Faith of Thirteen is the largest religion across the Continent. Only challenged by Earthism worshipped by the Dwellers and the cults of personality centered around the Vampire Elders (later Triarchs).

The Age of Migration
Humans arrive, spread, and populate most of the Continent. The Reign of Terror perpetrated by Galahad Gilzen and his cohorts lead to the spawning of many creatures like Vargheists, Ghouls, and other horrors. All three Vampire Elders awaken and manage to reportedly kill Gilzen. Most of his lieutenants and horrors are slain in the later half of this period. The Faith of Thirteen and other indigenous religions are increasingly marginalized, replaced, or accepted by expanding human populations.

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 West. From the East they arrived by land, while from the West they came by Sea, 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

First Century

The first century marked the first reign of Vlad and the founding of many important historic cities like Valeria, Valkyria, Konstantia, and Saris. Many human settlements of this period are built over the ruins of older more ancient cities. The realm of Nocturne at the time comprised only the surrounding environs of Valeria. The Fenrir are united under Wolf-King Amerin I of Neostria at some point in this century comprising much of central, northern, and eastern France. The Aos Vaelle would later unite in the later half of this century under Aimlaith I na Nymeris while the Aos Svaer primarily feud amongst themselves. The Sun-Emperor Jaseon and his descendants would unite most of Aziaria by the end of the century. The Aos Sidhe are driven by invading humans to the North-East of Eire and most of their realms are destroyed or marginalized.

1FC: Founding of Valeria by the Vampire Triarchs, the former three Elders, and make the title of Elder given to a leader of Vampirekind. Council of Thorns re-organizes Vampiric society and leads to the establishment of Nocturne. The Chain is formed by the Triarchs with Vlad ruling first while the other two Triarchs go into hibernation.

5FC: Valkyria is built by the Aos Vaelle. King Bartoslav I of Volhynia and King Ion of Romuva enter an alliance with Vlad of Nocturne in response to the encroaching Belargan and Rosskayan nomads to the East.

11FC: Coronation of August Maximus as Emperor of Konstantia. Start of the Konstantian Empire from the Republic which had prospered around the Bosphorus for two hundred years. August being a popular general who managed to conquer all of Ionia, Grecia, and Novoro.

28FC: High King Taedhil ap Eiren, Lord of the Aos Sidhe, is slain fighting human tribes in the Battle of Green Hills.

33FC: The Faith of the Argent Shroud spreads from central Latina into Tyrrhenia, Tuscovaro, and Samnia.

51FC: Emperor August Maximus dies and is succeeded by his nephew Tiberan. Emperor Tiberan subjugates all of the Bulgarian Wilderness up to the Danube and border with Romuva.

52-56FC: Romuva-Volhynia-Nocturne war against the Belargans and Rosskayans.

56FC: Treaty of Dniva settles the Belargans and Rosskayans in what was once known as the Ukraine and White Russia. These lands become known as the Belargan Khanate and the Rosskayan Tzardom.

73-93FC: Daimyo Wars are waged by the Imperial armies of Sun-Emperor Rohiko and his sons Kohero against the regional warlords of the twenty-two Aziari Clans to unite the Islands of Aziaria.

80FC: The Dwellers under Kurzdun Grim-Iron complete their underground city of Zer-Daram. Their largest underground city stretching beneath the Alps.

94FC: Sun-Emperor Kohero unites the Islands of Aziaria under the Chrysanthemum Throne.

100FC: Vlad goes into hibernation. Amelia awakens to begin her reign.

Second Century

The Second century, following the calamities of the Migration Era and the First Century was remarkably peaceful in contrast. The occasional war, campaign, or battle was fought. But not to the extent of the preceding three centuries. The Aos Sidhe managed to consolidate themselves in Eire and Britaia while the Aos Svaer primarily raided the Southron lands and the Eastern Inner Nostrum.  Nocturne at this time would incorporate Balatora, Karpathia (name changed to Magyan in the Tenth Century after the Magyan invasion), and Morhemia.

140-166FC: Emperor Hadrian I conquers all of Anatolia and Zyria. Plague however sweeps through the Empire and across the Continent. Valeria closes its gates for the Winter of 177 to prevent infection.

166-200FC: Zyrian Plague causes outbreaks through Anatolia and the Continent.

Third Century

The first reign of Markusz Aurelian is a time of prosperity and crisis. The Zyrian Plagues had severely underpopulated much of the Continent following the widespread wars of the Age of Migration. The population of the known world is at an all time low of 12 Million and largely stagnate throughout the century. Markusz does incorporate the territory of Veiern into Nocturne.

227FC: Veiern is incorporated into Nocturne.

228FC: Emperor Hadrian II, having reigned for forty-eight years in prosperity is murdered by his wife Faustina. Her lover Kadoukas is installed on the throne. This causes the rebellion of a number of Grecian cities that form the Achaian League. The Emperor sends Admiral Naxos and General Kortizoukas to crush the league but are sharply defeated in the land battle of Thermos and the sea battle of Thyra. Encouraging most of Grecia to rebel including the Islands of the Aegeian Sea.

231FC: Kadoukas is murdered by troops loyal to Admiral Naxos while in his private baths. Faustina is hanged from the walls of the Imperial Palace and Hadrian II's son who escaped the purges of Kadoukas solidification of power is installed on the Ameythst Throne.

232FC: Emperor Adrian I strikes a deal with the Achaian League and they voluntarily return to the Empire with additional local autonomy.

240'sFC: Markusz Aurelian begins building the Librarium Nocturnal. It would be the largest library in the known world spanning over eight million articles and museum pieces by its three hundredth anniversary in the 6th Century.

259-260FC: Aos Svaer pirates led by Dread-King Eredren Crow's-Eye sack the cities of Karalis and Syracuesa before crossing the Path of Herakon into the Sea of Herakon, Beyond the Pillars, and to the Western Isles.

Fourth Century
Vlad rules in Nocturne and makes war against Germania. Nocturne having suffered repeated raids for centuries. Devastating the region, hanging babies by umbilical cordes, throwing women into spiked pits, and slaughtering the menfolk of entire towns. Germania supposedly lost two-thirds of its population as a result. Even going so far as to drag the corpse of the High King, Tasilo III, back to Valeria via chariot. Tasilo's single surviving nephew Bryn pledges revenge. The Faith of the Argent Shroud becomes the largest minority religion in the Konstantian Empire.

300-315FC: Scouring of Germania by Vlad.

334FC: High King Bryn leads a Germanian army into Nocturne that swiftly moves through Morhemia. Even seizing the capital for a short period of time before withdrawing in the face of superior Nocturne forces. The Germanians exact a heavy toll on the Morhemians which furthers their mutual hatred for each other.

378-386FC: Building of what will once be the inner walls of Nocturne. The Serpentine Walls.

390'sFC: Faith of the Argent Shroud spreads to Aquatayne, Occitania, and Dalmatia by the close of the century.

Fifth Century

The Crisis of the Fifth Century speaks to the Ziccara Outbreak of 444, the Religious Schisms of the Konstantian Empire between the growing amount of Argent Shroud followers and native Konstantian Polytheism. Ultimately leading to the Council of Kalcedon which forms the syncratic Church of Prostopos. Amelia reigns during these troubling times and manages to increase the size of Nocturne by launching the Tyrstrian Wars.

410-13FC: Aos Sidhe under Princess Finubar Tauraehil settle in Volhynia at the invitation of Queen Mira. Valeria soon boasts a small Sidhe minority in the Hroehil neighborhood and forests of Karpathia.

414FC: Beginning of the Konstantian Religious Schism.

416FC: Amelia launches the Tyrstrian Wars as a campaign of conquest against the Tyrstrian Republic. This conflict is fought in two stages between 416-417 and 482-499 with the ultimate conquest and pacification of Tyrstria. The War was famous for such engagements like the Battle of the Venici Canal and the 600-day siege of Visigath. The difficulties of the siege and Nocturne's lack of a Navy at the start of the war causes the Council to begin financing a Naval force which ultimately leads to the storming of the city of Venezia and surrender of Visigath.

444FC: Ziccara Outbreak leads to the quarantine of four districts in Valeria. End of the Konstantian Religious Schism. Council of Kalcedon forms the syncratic Church of Helenes.

Sixth Century

Markusz Aurelian reigns in the Sixth century and builds several refuges in the Carpathian Mountains housing libraries and armories alike. The Sixth Century saw the formation of the first Baltik City-States like Brezlau and Gottenburg. The Konstantian Empire under Emperor’s Adrian IV, Aurelius II, and Konstantos III of the Grecon Dynasty expand the Empire by conquering Yerapatra, Cyra, and the entirety of Anatolia. The Aos Vaelle under Aimhir II unite all of the region of Normeros into the Kingdom of Normeros---formally. Balkora is organized into Nocturne.

Seventh Century

Vlad Reigns in Nocturne and conquers Western Transylvania. Wars with the Kingdom of Dalmatia in the Pannonian War. Temporarily conquering the entire territory until the Balkan revolts that formed the modern Kingdom of Dalmatia and Principality of Slavurya in the Eighth and Tenth Centuries. While in the beginning of the Seventh Century the Kontantian Empire annexes all of what would become Kosarbia.

626-629FC: Nocturne invades and conquers the Kingdom of Dalmatia.

Eighth Century

Amelia Reigns and at the plea of the East Transylvanian Voivodes she enters the regional conflict to counter the expansion of Romuva under King Kaion VI Ilenescu. The forces of Nocturne and the various Transylvanian Voivodes drive the Romuvan’s back over the Carpathians. Amelia however refuses to invade Romuva proper and exits the conflict. Meanwhile the Konstantian Empire begins colonizing Tripolegyptus. Sacking and conquering numerous Corsair cities. Inadvertently safeguarding much of Inner Nostrum for decades. In the North the Kingdom of Normeros under Tearlach I, would annex Livuria and establish outposts around the Baltiche region. Even establishing secret outposts in Britaia and trading heavily with the surrounding realms.

706-720FC: First Balkans Revolt begins a lengthy guerrila war between the forces of Nocturne and local Dalmatians. Eventually at the urging of the Elder Council, Amelia, reluctantly withdraws Nocturne military forces from the region.

772FC: Nocturne intervenes in the Romuvan-Transylvanian conflict.

780FC: Amelia builds the hunting lodge and later also castle-refuge of Vaeghorod in the Carpathian mountains in Western Transylvania.

Ninth Century

Markusz Aurelian reigns during when the Magyan’s arrive in Rosskaya and Belarga. Establishing the realm of Atelkoszen in their midst while rumors spread about the fierce horsemen from beyond the steppes. In the far North in Normeros the Aos Vaelle build the refuge of Oronorin. In Britaia King Godwin II of Mercia, Harold I of Kornwall, Alfred IV of Esex, Allaex I of Umbria, and Boudara of Northumbria along with Duke Aethelus VII of Kaent and Count Teodor I of Anglia form the Heptarchy by signing mutual alliances. Setting aside centuries of bickering due to the threat of a Fenrir invasion of Britaia under Hugh Blackmane, King of Neostria, after the Lycans took the Channel Islands and landed scouting forces in Esex. However, the invasion never materialized due to problems on the continent arising from the Aziari colonizing the Biscay coast between Armorica and Aquatayne. In Konstantia the Emperor’s of the Ionian Dynasty: Adrianikos I, II; Eraklion I, Erene, and Konstantius IV conquer Jherulestine while holding the Levant and Oermenia as vassals. In the North the reign of Uaillean III of Normeros saw a pause in the growing power of the Kingdom as the Ziccara virus swept through the region from the East.

814FC: Formation of the Heptarchy

Tenth Century

Vlad Reigns as the Magyan’s cross the Carpathians and invade the Nocturne province of Karpathia. Fighting a brutal war for years until they are allowed to settle in the territory that would be renamed after them. Vlad also authorized the formation of the Konstantia Coven, due to the relative tolerance of the Imperial Throne over matters concerning non-human minorities in the city. The Konstantian Empire reaches its zenith as the Emperor Bazilian I and his successor sons Ionnos II and later Bazilian II of the Marescedon Dynasty wage war against Tyrrhenia. Completely conquering that Empire and ending the First Tyrrhenian Empire. In Normeros the succession of Aimhir IV would see a return of Aos Vaelle expansionism with the invasion of Britaia. The Britaian’s would call it the First Great Elvish War and the Normeran army as the Great Northern Army while the Aos Vaelle would call it the Britaian War. Waged off an on for much of the century it led to the Aos Vaelle at times ruling most of human lands before the conflict see-sawed back and forth. The combined armies of the Heptarchy barely able to hold off the Normerik military. While Aimhir IV skillfully enlisted the aid of the Kingdom of Gwyndor and Sidhe mercenaries. However, Gwyndor would later switch sides after the careful diplomacy of Orana of Mercia and Godwinson IX of Kornwall convinced the King of Gwyndor, Argyll aech Maehowdh, that the defeat of the Heptarchy would also doom the human realm of Gwyndor to Aos domination. Gwyndor, which also by marriage had ties to the Sidhe, led to the latter exiting the conflict and Sidhe mercenaries marching home. Creating a rift between the two kindreds (Vaelle and Sidhe) for centuries and ultimately allowing the Heptarchy to push Normeros out of Britaia.

906-909FC: Two hundred years to the day of the First Balkan Revolt, the Second Balkan Revolt begins, and the invasion of the Magyan at the same time leading Vlad grudgingly granting autonomy to the territory that

908-955FC: Magyan migration and invasion as the horse-lords erupt out of the East and begin to progressively move towards and then into central Nocturne.

913-997FC: First Great Elvish War/Britaian War is waged across much of the Heptarchy and Gwyndor.

999FC: Vlad invades and conquers Westmark.

Eleventh Century

Amelia Reigns and during this time the legend of her slaying a wild Drake in the mountains of Transylvania begins. She would remain moot on the topic but shortly thereafter the Transylvanians would swear fealty for her. Becoming Voivode of Transylvania and the only Triarch to hold a feudal title.  In Normeros the succession of the first ruling Queen, Easaeidh I na Nymeris, an energetic ruler who rebuilt Valkyria while also holding millennial celebrations for the Kingdom occurred. She would later die of suspicious circumstances and her two children Aimhir and his sister Seasaidh would fight the Kin-War when half the realm’s nobles supported the latter. Only ending in 1064 with the imprisonment and death of Seasaidh along with the coronation of Aimhir V. The beginning of the Wars of Faith between the followers of the Argent Shroud and its various sects against various others would spark at the end of the century. In Konstantia the Empire is dealt a serious defeat by the Zeljuuk’s who had conquered the ancient realms of Farsi and accepted the vassalage of the desert tribes in Magna Isla. The Battle of Syros-Alepta would lead to not only the death of the reigning Emperor and his eldest sons but also the loss of the bulk of the best Imperial troops in the East. Leading to the loss of the Levant, Eastern Anatolia, and Zyria while Konstantian General Quintion valiantly clung on to Jherulestine. The resulting Imperial Civil War over the throne further weakened the Empire and led to the loss of the Tyrrhenian territories when the Aos Vaelle King of Normeros Saimhir I allowed an expedition by his daughter Erenhaidh Tinuvala and other nobles that sailed through The Pillars and landed along the Path of Herakon. Conquering Tyrrhenia and forming the Second Tyrrhenian Empire by intermarrying with local nobles.

Twelfth Century

Markusz Aurelian Reigns in Nocturne while the Wars of Faith rage about the Continent. The Aziari and Neostran Crusades with mixed results, followed by the Eastern Crusades which led to the establishment of the Crusader states in Jherulestine and Zyria. The Zeljuuk Sultanate subjugates Oermenia and the Kaukazen region until the mid-century when internal civil wars fracture it into several competing states.

1130FC: Council’s of Torin in Legania lead to the launching of the Aziari and Neostran Crusades in 1131 and 1142. As the Holy Patriarch, a position created from the Council of Torin as a centralization of the mainline Argent Shroud faith into a cohesive organization. The Inquisitors of the Holy Lance (Inquisition for short) begins an internal purge of the faith.

1131-1036FC: The Aziari Crusade leads to clashes with the Sun-Emperor Orohito battles across Aziaria. It however ends in failure and the Crusaders leave. Concurently Oermenia is subjugated by the Zeljuuk Sultanate.

1142FC: Neostran Crusade launches and leads to the Treatise of Amions which grants freedom of pilgrimage between Argent Shroud adherents and peace with Neostria.

1143FC: Zeljuuk Sultanate begins to fracture as internal civil wars begin to commence involving power struggles between the ruling family and local emirs. Oermenia regains independance along with the Kaukazen region.

1150-1160FC: Loss of Jherulestine by the Konstantian Empire Zyrian and Zeljuuk emirs.

1166FC: Eastern Crusades are launched after local emirs launch pogroms against Argent Shroud adherents in the region. The Crusade lands in Yerapatra after being granted safe passage by the Emperor of Konstantia, Koronos I, for resupply before moving on.

1167FC: Eastern Crusade landes in Zyria and conquers the region. Annihilating a Zeljuuk army near the coastline and head South. Conquering all of Jherulestine. The Crusaders, with their new riches, could have pressed on but instead divided up the spoils and territories into several new realms for their own.

1170FC: Zeljuuk Sultanate stabilizes under Zorahadin who is the last ruler to reign over not only the Zeljuuks but also Zumeraq, Farsi, and Tripolegyptus. Surrounding the Crusader states. Eventually devastating them in the Battle of Lake Galor in 1198 and capturing the Holy City of Jherae in 1199.

Thirteenth Century

Vlad Reigns in Nocturne during what would be known as the Century of Iron. The increasing alliances and political marriages between the nations of the Continent eventually spark the Great War in 1205 following the Bloodmyre Massacre. The Massacre of the Neostran King Ammerian XI and his court in neutral Valloon. The Fenrir blame Nocturne and invade Westmark and Veiern. Their alliance with the Germanians, Occitans, Dalmatians, and Romuvans bring them into the war. Nocturne’s allies of Volhynia-Polen, Valloon, Benelux, Normeros, and Legania enter the conflict as well. The war eventually draws in most of the nations on the Continent from Konstantia in the East, Normeros in the North, Valenzia in the West, and Tyrrhenia in the South. Devastating entire regions and weakening all the realms involved for decades. Ending in a stalemate and Nocturne’s central authority weakened. In the East Zorahadin in the first two decades of the Thirteenth Century manages to conquer much of Anatolia before his death in 1221. His empire fragments into their current borders. However, the Ionian Revolt in 1227 leads to their succession from a gravely weakened Konstantian Empire. The Kosarbian Independance war of 1240 lasts two weeks with the Konstantians retreating from the territory.

1205-1273FC: The Great War.

1275-1283FC: Livurian Crusade is launched leading to the formation of Livuria by increasing animosity between the followers of the Argent Shroud and the Faith of Thirteen.

Fourteenth Century
Amelia Reigns and the regions of the world are at an uneasy calm.

Current Year is 1354FC

Maps

Region Names


Political Map
© 2007-2024
BBCode Cheatsheet