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A Spark of Armageddon - A Fantasy Medieval RP

Doomevil

Keep Moving Forward
120 years ago, the Adelram Empire, A great power that would expand for miles across Kazarok fell into disarray. Since the overthrow of the Stormstrum Dynasty, Humans were forced to suffer the spread of plague and collapse. Meanwhile conquerors such as Siegmund of Reikford took pieces of land through might, setting up an age of invasion that lasted for decades to come. My grandfather told me the people left the region, fending for themselves while they formed their own refuges. These refuges formed into the next pillars of society. Despite my ancestors’ survival, magical knowledge and engineering achievements were lost through the crossfire, putting us into an uncertain age.

Now as I live and breath, people different from Human are coming into Kazarok. Our neighbors continue to fight us for whatever their lords’ demand. Even the beasts north of Kazarok are starting to take advantage of our division. I fear that if we do not regain our strength together, it’ll be the end of our future. Worse…




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A Spark of Armageddon takes place in an era of darkness where Humanity is at their lowest point and are primed for invasion. Meanwhile, races across the globe such as the Elves are bold enough to enter the political sphere. As players develop their factions, activity among the world will increase with new powers rising, affecting the status quo. We’ll start off by listing the important information of the world. The world is set in 7000 in what the humans call it the Age of Uncertainty.

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Races
This will be updated as people introduce their own races for their factions.
Human - It was said Humanity’s origins was always in Kazarok, settling down in temperate forests and herding cowbaffo. Five centuries ago, they managed to carve an empire that would see endless wars between Elven and Humans, driving Elvens out of Kazarok. But now Humans struggle to advance with the empires of old fallen. Despite their struggles, they continue to populate the world.

Elves - Before Humanity were the Elven, long lived and mystical people who populated the continent Numerya. The Elves are considered talented when it comes to harnessing magic with ease. It was believed they were created by their God, Maegon the Dragon King. A monstrous ruler who dominated the skies above with hundreds of dragons. Maegon vanished, his creations still flying across the earth even today. Despite many Elvens lost during their wars with Humans, they have a desire to restore their glory once again.

Orcs - No one knows where Orcs originated from, but it was said in the old times they came from the skies. When they first appeared in Nasroth, the first families would one day decide to fight and kill each other. Orc life has now been a infestation north of Kazarok, dwelling in all kinds of biomes such as tundra, grasslands, deserts. They also vary in terms of color such as redness, green, white.

Goblins - Similar to Orcs, no one knows the true origin of the cunning Goblins. It can only be assumed they share a similar past with the bigger and more stronger Orcs, working with each other on fighting different species. However, several people easily underestimated them, as many Goblins have proven to become great masterminds behind war and pillaging. Most Goblins roam in the northeast of Kazarok.

Lizardfolk - The southeast of Nasroth is filled with reptilian life, many claim the Lizardfolk such as Iguria have traced their origins before Elven history. Although the Lizardfolk seem apathetic to the geopolitics, it can only be assured they have a stake for all of Nasroth for reasons unknown. Many Lizardfolk dwell in Mesados, trading between tribes such as the Cythia civilization and even the Arajyd.

Dwarves - Because of their insistence on recording their ancestry, Dwarves have wandered the earth for ten thousands of years. The original Dwarves were always divided into clans such as the Iron Men and the First Beards. They mined the largest mountains for ore, building their marvelous forges and crafting weapons said to kill the largest dragons. Many Dwarven Kingdoms socialized with Human tribes, giving them tools to fight off beasts and evil. But when the Elven Wars came and the massive Dwarven life lost, the Dwarves had no wish to fight for other people's wars, secluding themselves in their home mountains for the future. Now the current generation enjoys a life of solitude and content working.

Magic - Magic is a universal system utilized by those knowledgeable enough to harness it. It is believed that magic flows across time and space. Scholars and practitioners of magic discovered the Circle of Magic as people began to utilize these magical powers. It is divided into categories from Sunn. These are:
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Narrative Factions
These factions serve to guide players into the world as they play on. As the game progresses, many factions will interact with each other as world events play out. Your actions will affect part of their world and may have consequences.

Hildemar, Hilders(Franks/Germans) - Hildemar, considered to be one of the powerful kingdoms from the ashes of the Adelram Empire. These honorable and diligent people represent an old tradition of chivalry and engineering. Hildemar as of today is ruled by King Konrad of House Volkhelm.

Borghildr, Borghilders(Norsemen) - Provinces of the Adelram Empire were invaded by conquerors. An infamous man named Siegmund forged a new kingdom by conquering the land once the Adelram were destroyed. A hundred years later, the kingdom known as Borghildr lives on as a hardened society. Borghildr is ruled by King Halldor of House Siegarsson.

The Bastien Kingdom, Bastiens(French) - During the decline of the Adelram Empire, the province known as Bastia was founded by a group of nobles who sought to move away from the chaos. Refugees migrated to the province, allowing the nobles to establish a government. The Bastiens are renowned for their cultural development as many inspiring artisans and scholars migrate there for prestige and religious worship. Bastien is ruled by King Loren of House Rosselot

Sigharis, Szilágyi Bloodline(Hungarians) - These prestigious vampires trace back from Henrik The Bloody, an ancient immortal who bathed in the blood of his enemies during battle who founded House Szilágyi. The patriarch Izsac Szilágyi during the Age of Strife was killed in action by Emperor Everyn V and other family members followed during the sacking of Sigharis. Now Izsac’s only daughter Natalia, the sole survivor seeks out to avenge her family by invading Adelram’s successors. Sigharis is ruled by Natalia of House Szilágyi.

Iguria(Lizardfolk) - In Mesados lies a ancient civilization of reptilians said to build temples for reasons unknown. They lay mysterious, unchallenged as other powers are located in the other continents. Iguria is ruled by Sion.

Heisen(Japanese) - To the east of Kazarok are the people of Heisen, a prestigious kingdom founded by Ghazon The Conqueror. Being a port society, Heisen is expected to raise a massive number of crops and silk for potential buyers. They frequently trade with the Arajyd. The Naras Sea because of its vast trade routes are occasionally disrupted by pirates. The Heisen is ruled by Emperor Kazuma of House Azura

Brimnir(Dwarves) - Proudly traced back their ancestry from the First Beards, Brimnir is an isolated kingdom within the mountains of Kazarok. These Dwarves have no wish to bother with Human politics, working the gears and forges with content. They have an intense rivalry with Elves due to the lives lost in the Elven Wars. Brimnir is ruled by King Gorson of House Hrothgard

Draka Khan(Orcs) - Orcs have migrated the north of Nasroth for centuries, pillaging whatever they can find and hunting the strongest creatures to walk. In the later years, several Orc clans have migrated elsewhere, seeking to satisfy their crave for adventure and sport. Clan Draka are red colored, scar ridden orcs who have a reason to take over the north of Kazarok as the Adelram Empire has fallen. Draka Khan is led by Khan Grenvul The Monstrous.

R'azan, Children of Rod(Slavs/Russians) - Within the north of Kazarok are an isolated people dedicated to studying the origins of the earth using their magic. The R’azan claim to be masters of their arts, seeking to preserve Nasroth. Dressed in silver armor and riding pale horses the R’azan wander wherever danger lurks. The leader Mekar believes there is a inevitable event that will spark war between Elves and Human once more. The Children of Rod constantly train, waiting for a sign. The R’azan is ruled by Mekar The Absolute.

Arajyd (Arabians) - The Medarian Desert lays home to many people such as the Arajyd. The society claims the major slave trade and spices flowing out in the sea, gaining a significant revenue stream. The Dynasty employs a series of hired swords if anyone attempts to fight with their business. The Arajyd is ruled by King Yasir of House Daivari

Altheim(Elves) - For centuries before the reign of Man, the Elven species ruled across Nasroth through their superior magic and their long lifespans. However, more species and eventually Humanity had overthrown Elven superiority through a series of devastating wars. The civilization of Altheim is but a shadow of Elven power, founded by Gaelron The Black Prince who was killed during Adelram’s invasion of Altheim. Gaelron’s heir and son Telion seeks to restore his honor and fallen empire back to their golden age. Altheim is ruled by Telion of House Valmyr.

Application Template(Do this first and post your app in the thread)

Faction Name:
Flag (preferably 293 x 160):
Date of Foundation:
Leaders:
Notable Members(Optional):
Pictures(Leader Pic recommended):
Government:
Religion:
Background:
Picture of specific location dotted on the map

Faction Traits TRAITS ADDED BELOW
Your faction can be characterized through traits that affect how they live in the world. Like Magic, traits are divided into categories. The traits system will be given out once the Prologue Turn is out in the OP.

Turn Time Skips
Time skips between turns vary and will change depending on world events, progression of society or wars. Therefore there is generally no fixed time skip.

Gameplay
How the game will work is that once I approve of your application, I will post a Prologue Turn detailing your starting faction on the map involving territory, population, infrastructure etc and a short story regarding current events in that area. I will also post a technology tree privately regarding your faction. Once the prologue is out, you are free to send a turn sheet below. I'll write the results based on a ten sided die and the faction's traits and skills to determine the outcome. The turn will be posted, showing faction results. Rinse and repeat.

Sending A Turn
Once the prologue is out, you will send me a turn sheet containing the six types below through private messages. You can abstain from any type, but your turn must at least include one action for one type.
NOTE: You may only post six actions and any action may not exceed five sentences. Divide the actions for clarity.

Diplomacy: This action regards other civilizations or neighbors such as improving relations, declaring wars, or enacting foreign policies.
Military: This action involves what you want to do with your starting army. Do you wish to mobilize them on your neighbors, conscription, gather your bannermen for an upcoming war, or develop your peasants into a professional force?
Education: This action involves what steps is your faction taking to educate the population. Are nobles only allowed the highest form of learning, is the faction constructing buildings for scholar purposes?
Infrastructure: This action answers how the faction is improving its way of life through building new roads, ensuring a steady water supply, making sure the people are well adjusted.
Economy: This action gives your faction an opportunity to improve or change your economy in terms of how the faction wishes to distribute wealth. Economy will also play an important role in wars as what you do within your wars will affect the entire faction.
Details(Optional): Is there something you’d like to show through pictures or short stories?

Trait System
A player is free to pick the traits below once they are in the game. All starter factions get five points only

Diplomacy:
Diplomats At Heart(1 pt) - Diplomats are ready and skilled at improving NPC relations.
Trade Negotiations(1 pt) - Skilled and persuasive, you increase the chances of a trade route with an NPC faction.
Charismatic Leader(2 pts) - A Charismatic Leader is here and everything is going to be o-kay! Civilians are less likely to revolt in a weak economy.

Military:
Hardened Warriors(1 pt) - Immediately gain 100 strong Chaos Warriors to your army. No maintenance fee.
Training Exercises(1 pt) - Strict training regimens always give +1 to Average Training in wartime.
Skilled General(2 pts) - A general is here to take charge! Increasing your odds in any battle

Education:
Knack For Knowledge(1 pt) - The crave for knowledge gives you +1 towards Education.
Bright Scientist(1 pt) - A scientist has wandered into your faction, increasing your chances an education project is successful
School(2 pts) - A school is built increasing your civilians’ knowledge on how the world works, reducing the amount of turns it takes to research a technology.

Infrastructure:
Engineers(1 pt) - A pack of engineers reduces the construction time for any building.
Efficient Architecture(1 pt) - Reliable architecture allows more civilians to grow and less maintenance on the economy.
Concrete Roads(2 pts) - Concrete roads allows your armies and population to travel faster than dirt roads, reducing fatigue.

Economy:
Entrepreneurs(1 pt) - Businessmen are here to help, increasing the number of businesses to open, circulating the economy.
Trade Route(1 pt) - Immediately gain a trade import involving grain, hide, and water.
Square Market(2 pts) - Not generating enough tourism? The Square Market has got you covered, gaining new buyers and increasing your economy to +2 .

Magic:
Blood Fueled(Blood Magic)/2 pts - You gain two blood mages
The Conjuring(Conjuration)/2 pts - You gain two conjuration mages
Dark Heart(Black Magic)/2 pts - You gain two black mages
From The Dead(Necromancy)/2 pts - You gain two sorcerers
The Elements(Elemental)/2 pts - You gain two elemental mages of your choosing(Fire, Water, Earth, Air)
Pure Light(White Magic)/2 pts - You gain two white mages
Transform(Transmutation)/2 pts - You gain two transmutation mages
Overgrowth(Nature Magic)/2 pts - You gain two natural mages



Link to Facepunch RP discord: https://discord.gg/TGpuRrh (Highly recommended that you join this if you join the rp or are otherwise interested in this rp. All OOC discussion and news on the rp occurs here!)
 
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Faction Name:The Free Peoples of Rainbow Grotto
Flag:

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Date of Foundation: 6950
Leaders: Elder Zeek Worm-Foot
Notable Members(Optional):
-Rooty Bottom-Barrel
-Petyr Good-Brewer
-Debora Milk-Honey
Pictures(Optional): Elder Zeek
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GovernmentDirect Democracy/Eldership
Religion: The Journey
Background:
Long ago this band of Gnomes left their ancestral homeland as land grew scarce and the laws too restrictive in search of greener pastures. During this endeavor one of the family heads, Zeek Worm-Foot, came running from the forest nearby their temporary campsite claiming he had seen visions of the past, future, and of God. Doubtful of his claims yet curious the other leaders of the expedition followed Zeek to the 'Magic Mushrooms' deep within the forest that granted Zeek his visions. The others looked at each other and with a shrug tried them.

They were taken on a trip just as Zeek had and upon returning to their caravan it was decided that they would settle in the woods where they could cultivate and consume the mushrooms at ease. Through their consumption an entire new religious movement developed amongst these gnomes, dubbed by Zeek and his friends "The Journey" which is the path of finding harmony and enlightenment by way of their magic mushrooms and whatever else they can use to find that state of understanding they have during their trips to the 'otherside'.

Since then the Gnomes have set up a town that they've dubbed "Rainbow Grotto" after the visions they'd seen in conjunction with a waterfall veiled cave nearby. Said cave has become a shrine to achieving enlightenment for the Gnomes and is a frequent place for elders to meet and engage in religious journeys together. However the gnomes realize that not only should they spread their message of harmony through consuming magical ingredients, but also that their method alone is not perfect and much more must be understood, tested, and consumed to truly come to terms with themselves, time, and reality itself.
Starting Location:

Gnome_settlemnet.png
 
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Faction Name: Clan Gor'Mok
Flag:
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Date of Foundation: 7000 (just migrated)
Leaders: Chief Gromm
Notable Members(Optional):
-Agya (Gromm's life-mate)
-Varok (Gromm and Agya's first-born son, 3 years old)
-Brogg (Gromm and Agya's second born son, newborn)
-Garad (Gromm's Lieutenant)
-Nazgor (elder shaman)
Pictures(Optional):
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Gromm and his clan celebrate upon arriving at their new home.

Government: Tribal
Religion: Orcish Shamanism [Elemental Worship]
Background: Journey of the Gor'Mok Clan - Pastebin.com

Start Location:
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Faction Name: New Heldon (Unofficially: Union of Heldonian Orders)

Flag:
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Date of Foundation: 6281 (719 years old)

Leaders: Saint Elise of the Undying Rose

Notable Members (Optional): (TBD)

Pictures (Optional): Here are some general angel appearances, and some appearances of their homes.

Government: Elective Hagiarchy (Effectively a Monarchy)

Religion: Saint and Ancestor Worship

Background:

The Heldonian Angels arrived in Nasroth in 6281 as refugees of a cataclysmic god war which sundered their reality and brought it to an end. For several decades prior to their arrival, the angels fought and labored intensively in a loose coalition to prepare for their extra-planar escape. It succeeded only with the sacrifice of thousands, and the loss of their leaders who remained behind to ensure the portal would stay open long enough for their escape. Less than ten thousand survived the passage, and they rained down from the skies of Nasroth over an area of land they would soon claim as their own. Most of these angels were members of militant and non-militant orders and had lived through a near lifetime of war.

It is unsurprising that the arrival of the angels was not a peaceful one. Many were warriors and conquerors, and from the moment they set foot on the ground, they declared an immediate crusade to secure land for their survival. Armed only with what they carried with them through the portal, the angels invaded the nearby human settlements and took control of the small region. Many were enslaved and pressed into service for constructing their fortress-monasteries, a feat which would take years. One by one, these fortresses were finished and the humans often freed. The strongest of the various orders reside in massive stone keeps which would expand for years to come, while smaller orders were often forced to share smaller castles or even manors.

Settlements grew and appeared around the angel fortresses despite the initially cold relations between the Heldonian Angels and the humans of the region. The angels provided significant protection and order to those who resided near them at the cost of self-rule. For many, this was a reasonable exchange as they felt they had changed one group of feudal lords for another, more effective ruling class. Humans were essentially a caste beneath the angels. Those who showed promise were granted titles and lands to become lords themselves, but always beneath the angels. Slavery ultimately declined greatly once the bulk of the fortresses were constructed, but several orders still support and maintain slavery. Interbreeding was an inevitability between the angels and the humans, and a considerable half-breed population grew over the years.

The leader of the combined orders is elected by the respective leaders of each order and by the heads of major families. For those who are both, they may cast a vote on behalf of either their order or their house, but not both. The elected leader is given mana essence by each of those casting a vote as a method of demonstrating their acceptance of their new leader, and shortly afterwards they are canonized as a living Saint.

The orders in particular are essentially life-paths, in which members are educated and trained by the order they serve. Many are militant in some way – some value the arts of the sword, while others teach dark magics. More peaceful orders, such as the Order of the Immortal Blood, are healers. Each has a specialty in some way, but a number are also general brotherhoods, or bound to ideas rather than certain methods. Entry into an order is often for life, but those which become masters of their order, or find that they do not belong, can be granted the ability to leave their order without shame so that they may choose another path.

Heldon Angels (often termed Seraphs in relation to other races) are long lived and humanoid, most resembling a cross between elves and humans with the addition of other unique features. Unsurprisingly, the most significant trait of the angels are their wings, which can come in a myriad of different colors other than white, such as black, red, and gold. Angels do not grow full wings until they have reached maturation, which occurs before the age of twenty-five. Years of war in their original realm have brought about a few notable corruptions to the appearances of some angels, such as the appearance of horns, fangs, and irregular eye patterns.

Starting Location:
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Free Peoples of Everynia

The Free Peoples of Everynia is a technocratic direct democracy founded in the year of 6880 well over a century ago by revolting self-organized councils of humanitarian peasants immediately following the collapse of the declining Adelram Empire. Situated in the fertile plains between Adelford and Bastia, and benefiting greatly from merchant caravans passing through their lands on Everyn's Road, few of it's contemporaries can be said to rival it as an agricultural powerhouse. Militaristic, atheistic, as well as rhabdophobic, the state seeks to eventually stamp out magic in all of it's forms from existence (permitting only transmutation and enchantment from licensed individuals out of necessity), and to burn tomes to make the arcane forgotten. Although local faiths are tolerated so long as they remain socially compliant, those adherent to the few remaining religious orders within the country are heavily scrutinized. The entirety of it's able bodied population is obligated to learn the pike or bow, and largely militarily relies on a small standing army of professional cavalrymen for offensive wars. Notably, it's adventuring parties take on the dual roles of secret police and protectors of the people.

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Faction Name: Serene Hold of Mallen-Tol

Flag (preferably 293 x 160):

Red - The common color of hair of Mallen-Tol dwarves and the color of the blood spilled to create the hold
Gold Crown - Representative of the founding Goldhaft clan as well as the wealth of the hold
Hammer - Symbolic of the underground side of the hold, representative of the traditional tool to carve out tunnels
Ax - Symbolic of the surface side of the hold, representative of the traditional tool to fell trees

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Date of Foundation:
Year 6746 (254 years prior to game start)

Leaders: High Regnant Duergor Goldhaft the Resolute

Notable Members(Optional):
-Thrubril Brickhair, Master of Council
-Kathra Goldhaft, Masonry Guild Mistress (Wife of King Duergor)
-Aegon Blackmaul, Forge Guild Master
-Vorrack Swiftshield, Carpentry Guild Master
-Dain Frostforge, Commander of the Guard
-Thoradin Runehammer, Master of Sages & the Arcane

Pictures(Leader Pic recommended):
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Government:
The Great Hold of Mallen-Tol is ruled, on paper, by the Council of Guilds. The Council is composed of a couple dozen craftsmen guilds governing major industries within and around the hold. Guild Masters are normally nobles whose clan predominantly reside in a specific guild. The council appoints from its ranks a High Regnant to rule over the Hold, with advisement from the Council. The title of High Regnant lasts for a decade and the head of the Goldhaft clan suspiciously often is always elected to the position. While, on paper, each Guild Master is of equal status within the Council, due to the natural wealth of the Masonry Guild, Forge Guild, and Carpentry Guild, heavy influence and control orbit these specific Guild Masters.

Religion: Erathism

Erathism, a common religion among dwarves, holds that creation began in a void between warring deities. One specific deity named Erath was slain and his body crumbled, turning into stone and earth and his blood became water, spilling across the surface. While his body died, the soul of Erath began to fragment and flee outward. The hardening outer stone of his body caught the fragments, creating new life from within the cavernous pours - the Dwarven race. While Erath died, natural decomposition came forth, with other species growing on the surface - first grass, then animals, then other beings such as humans and elves and orcs. Because of this, Dwarves believe that all beings are from the dead god Erath, but dwarves are of Erath, having within them a portion of his soul. With this in mind, mining and forging metal is a religious practice of working and molding the remains of their god. Due to the belief of being derived from the rock of the earth, to be called to have a "stone-cold heart" is an endearing, friendly compliment unlike in other cultures.

Background:
The dwarves of Mallen-Tol migrated to the southern mountains of the Adelram Empire in the year 6731, fleeing harsh life in the northern wastes and seeking fresh mountains in which to live. With the mountains sparsely populated by Adelram humans and the rulers believing a permit of colonization as vassals would create a strong dwarven buffer between themselves and the peripheral of the empire, the dwarves began to settle the mountains. Several major holds were carved out of the stone over the next several years, with the Serene Hold of Mallen-Tol officially founded in 6746. The holds remained mostly to themselves and isolated, leaving them mostly unscathed during the fall of the Adelram Empire. But as years of passed, the hold kings began to realize the potential of strength versus the now weaker outside world.

Mallen-Tol, breaking precedent, began to colonize the surface of its mountain as well as its underground. The Carpentry Guild began felling trees and building excellent woodwork craftsmanship that other dwarven holds only have through trade with humans. Despite its breaking of tradition with surface dwellings, majority of the dwarves of Mallen-Tol still live within the mountain. While most dwarven holds of the mountain range are isolated completely, Mallen-Tol with its proximity to the eastern rivers, have limited trade ties to the people living in the valleys there.

Picture of specific location dotted on the map:
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Faction Name
Kingdom of Courgeaux

Flag
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Date of Foundation
Current dynasty since ~100 years ago

Leaders
  • King Silvain IX of House Lavigne, Lord of Serene Navire, City of Cities.
  • Dauphin Maxime the Short of House Lavigne, Lord of Chateau de Sartre
Notable Members
  • Duke Anatole of House Corriveau, Lord of Chastain
  • Marquis Marian the Chaste of House Laffitte, Lord of the March of Ponce.
Pictures
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Serene Navire on the Libellule ------------------------------------------------------------------------------------------------------------------------ Left: Courgois Man-At-Arms, House Lavigne. Right: Courgois Sergeant, House Lavigne.

Government
Very Late Feudal Monarchy
Religion
Various human deities. People of the Ile-de-Navire worship the River Mother.

Background
Courgeaux was not always a land in its own right, tied to its own nation and people. Before it was Courgeaux it was the land of whoever had lived there, and before that the 'no-go-zone' of a long-gone empire.

It is a place with thousands of years of history, but this chapter of its story only began some odd two hundred years ago with the consolidation of power into the hands of Silvain I, known as 'the Godheaded'. The kings of Courgeaux were not always the masters of the realm, though their vassals might pretend as much. Even today, the sovereignty of the landowning lord is a reality to contend with for the eminent monarchy of Courgeaux. Despite this extant division of power, the ages of infighting and feudal proprietoral warfare have long passed. Courgeux has a people now to enforce the realm's peace, and they have greater enemies beyond her pockmarked and indistinct borders.

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Point marked in green. Red is my clay in spirit.

Or maybe for real, not sure how you're doing starting territory.
 
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Faction Name: Kazirian Legion
Flag:

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Date of Foundation: 6789 (211 years ago)
Leaders: Jelina Hardakki
Notable Members:
-
Sarthen Largasso
- Triena Noldari
- Barthos Kallizmir
- Osara Radakko
Pictures:
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Jelina Hardakki after a successful trade.
Government: The Fifteen (Kratocracy/Plutocracy)
Religion: None
Background:

Tainted, unpure and unworthy in the eyes of their former masters the Kazirian Legion was formed on the backs of former Elven slaves, concubines and their mixed-species offspring. For a great many years these people had no nation of their own and were either forced to live in poverty or as nomads, if not resort to crime. A small group however eventually found their salvation on the northern plains.

Settling at a river the Kazirian Legion- named after a great Elven warhost- pooled its knowledge together to create a sanctuary for half-bloods much like themselves. Over the years they have managed to master the art of siege warfare as well as the art of repelling sieges, making their mercenaries very sought-after for lords and counts alike fearing an imminent attack on their keep.

This business fuels the Legion with the wealthiest, strongest and most cunning members leading the people. To the Legion politics are irrelevant- what truly matters is coin and gold. When they are not busy scaling walls or reinforcing battlements Kazirian sellswords can often be found protecting wealthy caravans which is a testament to their skill rather than their blood.

Because of their expertise the Legion have formed a strong bond with the nearby New Heldon monasteries with the Legion often working to repair or enhance the Heldonian fortresses in exchange for riches.

Now with the Adelram Empire in ruins the Kazirian Legion look south towards new business opportunities.


Starting Location:


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Attachments

  • Kazirian Legion Flag.png
    Kazirian Legion Flag.png
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Faction Name
Meridol

Flag
Lxb7mho.png


Date of Foundation
Around the year 3,000

Leader
Ren Rimitiriua Rehanga, Aliki of Meridol and Rangatira of the Paere

Notable Members

  • Tula Mahinarangi Fangatua (current leader of the Fangatua family, descendant from Schwar Tamahere Fangatua, earliest known Paere leader of Meridol)​
  • Avagon Iehohapata Terere (leading spiritual figure and Paere philosopher, continuing the push towards re-exploring sprighte mythology)​
  • The Rangatira of the Piske, Albe and Horte (Rangatira for their respective sprightes)​
Pictures
unknown.png

Ren Rimitiriua Rehanga in the traditional attire of the Paere, worn for his inauguration as Aliki of Meridol, in show of solidarity of the new explorations into their past
(art source)

Government
Elective monarchy with an aristocratic political organ (capital Octopon)

Religion
Rakau Spiritualism

Background
While the realm of Meridol retains its name, there have been many eras within the history of the Paere, and entering the 8th millennium, the current era in Paere history has largely seen a contraction of its connections with the outside world. Aristocratic paranoia seen with the realm's previous expansion caused worry when regarding the stability of the government, specifically theirs. Rather than investing in security measures or perhaps even educating fellow sprightes, a motion was proposed on the floor of the Fono, as to prevent the devolution of power into the hands of less intellectual, but stronger sprightes. The motion passed, and with it, the Paere turned inwards, abandoning their control of the coast and retreating to the island, maintaining more absolutist control over a growing sense of inequality and oppression within society. Nearly a millennia after this motion was passed however, a new era of change seems to be approaching - the election of Ren Rimitiriua Rehanga coincided with a motion that was passed on the floor of the Fono which began a reversion of the trends which had taken place.

In this new era, of rights slowly regained, an exploration into philosophy and mythology had manifested - philosophy had slowly been developing with the Piskes, and just recently the Albes too, but now they had reached the Paere masses, leading to an explosion of thought, quickly spreading to all. When regarding mythology, and to that extent, religion, the sprightes did not lend as much to their religious knowledge as the other beings in the world did, looking at it very casually. While they hadn't had gods in the traditional sense, they did have many powerful beings and legendary characters whom taught lessons, from diversity and fighting against unquestioned conformity, to the exploration of morality beyond the basic black and white, such as blue and orange, and many shades of grey. With the explosion of philosophy, many had taken a second look towards the oral tales, epics and lessons given to them within their faith; this would also manifest within the area of aesthetics, especially as the microcultures which had developed in the region provided an additional source of inspiration, now co-opted by the developing mass culture of the realm. All this would manifest in a realization on the island's self-sufficiency, and thus, an interest to once more explore the world.

On the Paere, Meridol and the Rest (pastebin)

Starting Location
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Faction Name: Northlin
Flag:
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Date of Foundation:
6899 [101 years prior to start]
Leader: Kard
Notable Members: [Tribal Chieftains]
Karrack of Hobgoblin
Esvar of Bloodgoblin
Plax of Scourge
Pictures: Kard of Old, dressed in ceremonial attire.
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Government:
Tribal Monarchy
Religion: Shamanism [Blood Magic]

The Northern goblins prior to the fall of the Adelram Empire were a crumbling race. They had slowly but surely been pushed further and further North to avoid being entirely wiped out by the expanding human nation. This changed following the collapse of the Stormstrum Dynasty and the goblins began to regroup under the authority of larger and larger tribes. Eventually, these tribes began to form social networks that encouraged one centralized leader to emerge. This leader was the ancestor of Kard, and henceforth the Kards have the title of Old to show that they believe they are the oldest unbroken goblin line in existence.

The goblins, left to their own devices, experimented with trade and culture. In the past, most goblins had lived like savages due to the slow movement North restricting their ability to settle down. Without the Adelram Empire to continue this practice, however, the Goblins began to develop a semblance of settled societies, though some goblins preferred to retain a nomadic lifestyle. With these handful of settled societies, came limited trade and the development of basic industry. This paradigm of settled lifestyle came into conflict with the nomadic goblins who were used to pillaging other races settlements for items and weapons that their own people were now producing themselves. Instances of goblins raiding other goblin settlements occurred increasingly frequently until in 6927, Kard's grandfather raised a militia and crushed the resistance of the lesser goblin nomads, forcing the major tribes to recognize his authority. Since that time, slowly but surely developed a recognizable goblin society. It was named Northlin in no small part due to the society being located in the North.
The goblins never created villages and towns in the sense that a human might immediately understand. Their population centers are massive piles of stacked rock and stone that appear as artificial mounds and hills, honeycombed on the inside with rooms, tunnels, and chambers. Other goblins decided to live underground in a dwarf-like manner, though their qualitiy was much less than the dwarves own.

Just because they had more or less settled down, did not mean that they were civilized. Slavery is still common in the goblins society. Besides free labor, the goblins require subjects for their ritualistic blood magic.

Kard, born in 6962 is the current ruler of the goblins. Kard has made it his quest to unite all of the Northern goblins under a central authority so that they can establish a lasting empire of their own and ensure they will never fall so close to extinction again.

Picture of specific location dotted on the map:
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Faction Name: Riflheim
Flag: a few lions dancing around a fire, will draw later (swear down, posting from mobile).
Date of Foundation: An old, core province of the fallen empire.
Leaders: Wilhelm the Black
Notable Members(Optional):
- Lucan Von Redbeak
- The Burned Prophet
- Reginald Von Stern
Pictures(Optional):
Government: Autocratic Hereditary Rule
Religion: Phoenixinianism, ‘What was, shall be’.
Background: One of the ancient human races, one of the proudest. Ruled for centuries by the Von Rosen-Bilderbung dynasty, it’s cities were once the jewel of the discovered world, glittering with the wealth of the entire continent in it’s possession or immediate grasp. Glory and riches granted to it by the old empire for it’s unique part in it’s early expansion. Yet it is the nature of wealth to produce laziness, decadence and, ultimately, degeneracy and social breakdown. The history of Riflheim is hence one of the wider empire. What once made this country great has long since disappeared, while the entrenched aristocracy plot intrigue over the remaining scraps of their past glories, technological secrets and dwindling fortunes. If there is anything to be said in it’s favour, it is that through its semi-able autocratic leadership, it at least avoided the fate of many of the old provinces of the empire.

But all is not lost. Victor the younger, a son of one of the ancient families, through his own public immolation, changed everything. He walked through fire, turned himself to ash and emerged the other side a new man. The burned prophet. His burgeoning new religion speaks for a return to greatness... and the message he preaches he has found a keen follower in Wilhelm Von Rosen-Bilderbung, the black. Together can they turn the decline of this once proud nation around? Is such a feat possible?
 
Images of some of the few well-kept relics of armor from the old empire, kept largely among the ancient families’ household armies.

Plus start location.
 

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Faction Name: Korkari Confederation

Flag:
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Date of Foundation: United in their current form for 300 years. The separate tribes there however trace their lineage back to before the uniting of the Empire

Leaders: Dontos Estley, High Lord of the Korkari, 42 years of age


Notable Members(Optional):

Boros Estley – Heir to High Lordship, 22 years of age

Meric Estley – Champion of Clan Estley, 2nd born son of Dontos Estley, 20 years of age

Pictures(Leader Pic recommended):
Dontos Estley within his castle:

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Korkari Highlander:
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Government:

Absolute power lies with the High Lord of the Korkari. This title is held until the holder’s death, at which point the position is then vacated. At this point a gather of the tribal chieftains occurs, at times of peace this will be at the stronghold of the previous High Lord, on campaign however it will occur at the main military camp. Each Chieftain gets a single vote, and any Chief may put him or herself forward to be nominated as the next High Lord, the winner is by an absolute majority, and so on occasions where this is not achieved in the first round of votes, a second round will be held with the 2 most popular candidates.

Absolute power lies with the High Lord, in terms of military and foreign affairs, as well as the overarching laws of the Land. However, the Korkari nation is still very much de-centralised, and the individual Chieftains are largely responsible for the day to day running of the land and their tribes.

Religion: Korkari Animism

The Korkari are a pragmatic people, this can be seen in their architecture, their values, and their religion is no difference. Priests in a traditional sense quite simply do not exist, the Korkari seeing no sense in a person's sole job being simply spiritual given the hardships of the mortal world. Instead worship is conducted on a smaller scale amongst families or traditional tribal groups, led by the matriarch or patriarch of said group, and whilst they honour the Gods they do not call upon boons or favours, instead viewing their own success achieved by their own hands as symbols of the Gods’ favours, helping those who help themselves, once again a product of their harsh home.



Ancestor worship is present in almost all homes, from a couple of candles and figures in peasant huts, to entire rooms in the homes of Lords. Their belief is that when Korkari die, as long as they have lived a life honouring their history and their ancestors, they shall join them on the other plain, a place of heroes and great deeds. If however they are not judged worthy, having betrayed their ancestors or otherwise besmirched the Korkari name, then they shall simply be forgotten, snuffed out like a candle in the darkness, with none to sing their names or their deeds, simply consigned to oblivion. They have no chief or principle deity, but instead believe in a vast and expansive pantheon of gods and goddesses, each one very much present in nature, in the hills and valleys, rivers and mines. The only named deity which they have is ‘The First Chieftain’, a figure shrouded in myth and legend. According to their histories he or she (Accounts vary) was a mortal Korkari Highlander, special in no way, no gifts from the gods or unnatural boons. However through his/her talents and sheer strength of will and might, they originally united the tribes over 2000 years ago (According to Korkari scripture), and through such deeds and achievements achieved such a place of high esteem in collective Korkari memory, that they achieved a form of godhood. Though they do not believe ‘The First Chieftain’ to be an active god in the realms of men, they see this as a level to aspire to, and to work towards such goals as they achieved.

Background:


The Korkari Highlands have been occupied by the Korkari for thousands of years, it is their ancestral home, and though many have come claiming ownership and rule over both them and the Land they have learnt that there is a very big difference between claiming and exercising rule. The Korkari are rough, hardy and stubborn as mules, this is something built up by their own homeland, the Highlands made of rolling hills, rugged outcrops and windswept moors, easy living it is not.

There are not cities or anything really larger than a mid-sized town in the Highlands, there simply not being enough flat room to build such an urban centre, as well as the fact that even though for hundreds of years now the tribes have been united under a single leadership, the tribes still tend to keep themselves to themselves apart from when gathered in times of war or strife. This lack of urban development is also due to their geographical position, whilst they’re close proximity to the wilds of the north has resulted in a militarised society, seen in the large presence of fortifications, whether this be castles or fortified manors, the periods of raiding and warfare with the tribes and creatures to the north has not really allowed a build up of infrastructure and urban development. Whilst there may not be much in the way of industrialisation, one of the main sources of income however is from the various mines dotted around the foothills, the main minerals being mined being iron and silver, as well as their being several major quarries famed for the high quality stone that they mine, and has been used chiefly for the various Korkari fortifications.

The Korkari are highly territorial, the tribes easily stirring in times of invasion, their lightly armoured troops well suited for the rugged terrain they call home, excelling such combat, many a heavily armoured force have entered the Highlands, only to be bogged down and massacred in the mud and rain, unable to bring any cavalry to bear in the rugged terrain.

Picture of specific location dotted on the map


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Background Lore - New Heldon Angels

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Centuries before the arrival of the Heldon Angels in Nasroth, their realm and world had become an increasingly unstable environment. The rivalries of the gods they served and lived under had always existed; however, several incidents concerning the protection of lost souls, mortal plane kingdoms, and the assassination of a minor god sparked a flame which would race to engulf their entire existence and bring about centuries of instability and strife. Towards the end, Heldon suffered under decades of pure, relentless conflict and disaster. Most kingdoms, empires, nations, and states owed allegiance to one god or another. Some alliances were millennia old, while others constantly shifted. At the beginning of the Age of Despair, a break down of a single key long-time alliance between the goddess of light and god of flames rocked the power basis of several imperial hegemons, quickly turning three continents into hellish warzones. The angels, natives to a land of scattered fortresses and city-states known as Heldon, had long served as crusaders and warriors for the Circle of Raygon and were soon brought into the war at the very beginning. This was not unusual or unfamiliar to them. The Jinshay peoples, a prosperous race of mortals at the forefront of the war, would not be the first they fought - and exterminated. Long had the gods used the angels as executioners for mortals and immortals alike who had crossed boundaries.

War soon turned into devastation, and devastation into an apocalypse. As the races were grounded under the heel of the warring gods, both sides began to utilize hazardous powers to reinforce their leadership and preserve their standing. The Massacre at Anor Sanctus catapulted the gods and goddesses of death to unimaginable levels of power, leading them to brutalize their opposition and link the entire continent of Dorelia to the immortal realm of the dead. Elsewhere, marauding demons created their own parodies of civilizations on the foundation of dead empires and exterminated peoples, only to fall to stronger demons who did the same until the very land was unfit for the growth of any possible life.

Heldon suffered most under the Plague of Ash. By the time war had reached their region, many had succumbed to this incurable plague. All life afflicted by this unnatural sickness gradually turn to stone and ash, leaving many suffering for days or weeks as their bodies disintegrate. The natural environment, fields and forests, crops and grass, all suffered similarly until the very landscape melted away into lifeless, grey ash. The cities which remained were hollow husks, where the survivors fought among themselves for whatever scraps of nourishment were left.

The angels who had been away in the crusades, ironically, would become the survivors when their allegiance to their gods were utterly shattered by their own hands. Finally free to act of their own accord, they fought not to sustain the world they lived in, but to escape it. Hundreds of thousands fought for the purpose of escaping their dying world, with untold sacrifices being made at every step.

The trauma of the lost heroes and countless souls to this day have corrupted the psyche of the angels to the point of causing physical manifestations of grief and resentment. Horns only seen in devils and demons, for example, soon appeared on the angels. The collective body of purebloods and half-breeds - even nearly two generations after their escape to Nasroth - still suffer from inescapable nightmares of their ancestors. This particular affliction of being haunted by visions, or dreams, of the past is known simply as the Misery. All angels are expected to undergo at least a single major episode of the Misery, but it has driven some angels into insanity as well; the madness itself is often precipitated by nausea, tears of blood, and wailing - all factors which further erode the minds of the afflicted and those there to witness it. Gods and any notions of them are wholly shunned, and the Heldon Angels rely only on the divinity of themselves and their ancestors as bodies of spiritual power.

Some visions of the past which angels have described as haunting them.
 
Faction Name: Brotinnstao

Flag (preferably 293 x 160):
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Date of Foundation: 6691

Leaders: King Vinur

Notable Members(Optional):
Terav Kena - Magus of Dawn
Viha Kohutav - Magus of Dusk
Sõber Lojaalne - Grand Admiral, former Vice-Admiral under Grand Admiral Boreon
Andekas Juhtimine - Vice-Admiral, titular princess of Saar
Jumalik Isetu - First Apprentice to the Magus of Dawn
Kadedus Võimas - Apprentice to the Magus of Dusk


Pictures(Leader Pic recommended):

King Vinur after a particularly bad night's sleep:
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Government: Absolute monarchy

Religion: Innleysticism

Innleysticism, the most common of the Elvish religions, stipulates that Maegon chose to leave this plane of existence in order to punish his creations, the Elven, for failing to live up to their noble birthright as children of God. It is believed that through the successful pursuit of Redemption, the Elven may yet again prove themselves worthy of Maegon’s presence, and in so doing invite his triumphant return to the mortal plane. The religion places heavy emphasis on individual and collective self-betterment, social responsibility and personal ambitiousness.

Background:

Nearly a decade after the wars between Adelram and the Elven Kingdoms began, it was clear to all participants that Adelram would emerge the victor. The Elven found themselves vastly outnumbered on land and at sea, and capitulation appeared close at hand. In a desperate attempt to buy themselves time and weaken the enemy’s position, the Elven coalition leaders ordered Grand Admiral Boreon to take what remained of the coalition navy and sail up the channel which divided Numerya from Kazarok in order to cut off the enemy’s supply lines, for as long as was necessary, or more likely, until the navy was destroyed.

Because the order was a suicide mission, and most likely a pointless one, Boreon refused. The Elven leadership responded by demanding his immediate dismissal, so that a new Admiral may be appointed to carry out the task expected of him. Rather than oblige, Boreon made the various captains of his navy aware of the leadership’s designs. When given the choice between treason and certain death, the crews of the coalition navy opted for treason. In doing so, they had effectively sealed Numerya’s fate.

Understanding the precariousness of their situation as a navy without a port, Boreon immediately swung the fleet westward. Using the under trained but not incapable mariners as an invasion force, the Admiral first encircled then occupied the southernmost of the Elven Isles. Then, fearing possible retaliation by the Elven kingdoms of Numerya, he consolidated his position through invasions of the northern and eastern isles. The petty kingdoms and minor tribes of the Archipelago put up little to no resistance against the hardened sailor-army, most especially not once faced with the magic of the fleet’s naval combat mages, repurposed for laying siege and devastating structures rather than open-sea combat. All the while, the intact navy ensured that this consolidation of power went uninterrupted.

In the meantime, the Elven Kingdoms had continued to suffer crushing defeat after crushing defeat at the hands of the human armies, who now lay poised to wash over the remaining kingdoms like a plague. Fearing what was to come, tens of thousands of Elven from all over Numerya sought to flee westward. Wealthy traders, artisans and aristocrats were willing to pay enormous sums of money for passage to the isles. Admiral Boreon used this influx of funds, along with the pre-existing governmental infrastructure of the occupied territories, to develop the state institutions required for cohesive political organization throughout the isles. Thus the kingdom of Brotinnstao was born, just as kingdoms across the sea were being beaten to death to the sound of Adelram’s marching drums.

With long life spans comes long memories and even today in the Elven halls of the continent the kingdom of Brotinnstao is rarely spoken of without an accompanying mix of disgust and contempt. Diplomacy with the other Elven kingdoms is so strained and toxic as to prove nearly impossible. King Boreon earned the title Boreon “The Betrayer” for his role in the desertion of the Elven navy, and there are many elves who see the kingdom as little more than a nation of illegitimate cowards and cheats.

Since early into the past century Brotinnstao’s second king has come to power, King Vinur, and with his inauguration there had been hopes of reconciliation with the mainland. These hopes unfortunately proved futile. Under Vinur the kingdom’s future seems nevertheless hopeful in other ways, as he has taken full advantage of the country’s geographic positioning at the mouth of the Alorn Sea. For decades now Brotinnstaoan merchants have been engaging in barter with the tribes inhabiting the northwest coastline of Numerya. Brotinnstao provides food, tools and base materials in exchange for furs, shells, pearls and exotic animals. The exchanges cost the kingdom pennies on the dollar. Those goods, with the help of the country’s merchant navy, are then transported south to the kingdoms of Mesados, where they are sold at a great profit. The gains from this and other trade routes allows the island nation to support the navy required to keep itself safe.

Picture of specific location dotted on the map
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Background Lore: The Establishment of Law and Order in Rainbow Grotto
Rainbow Grotto, at first glance, is a quaint unassuming town that after fifty years has grown into somewhat of a regional commercial center. Fishermen and farmers from the nearby rivers bring fresh meat, fish, and cereal to feed the fledgling population and woodsmen from the surrounding mountains bring down lumber and furs. But below the surface fences sell stolen goods to unassuming customers, mercenaries settle down and find work in between contracts, and rumors of assassins and bandits laying low in the town are as rampant as ever.

So how did this commune of enlightenment seeking gnomes turn into such a motley assortment of brigands, thieves, and killers alongside farmers, merchants, and lumberjacks? The answer it seems is a bit more convoluted than worth telling, but we will try anyways. When the gnomes first settled down alongside the forested grove that would become their home they had very important problems on their plate. Firstly, what’s going to be on those plates, secondly how were they going to run the show from their sanctuary in the middle of the forest.

The first answer was simple, alongside their love for mushrooms they soon found beans and peanuts grew well in the soil, and they could harvest chestnuts from the surrounding trees. Fish could easily be caught in the nearby streams and other crops could be imported or planted later on. However governance was a sticky issue. Under the leadership of ‘Elder Zeek’ and his fellow wayfaring ‘Elders’ they decided that their society should be a utopia with no restrictions on personal freedoms and the ability for everyone to have a voice in how society was run. They established the four laws of Rainbow Grotto: ‘No killin, no rapin, no stealin, and no arse!’ The last clause was interpreted as no arson as Zeek was suffering from what appeared to be slurred speech at the time.

For the first couple decades things were quiet and peaceful in the hamlet as gnomes began to be born and slowly matured to become the first generation born in the safe haven. However it would not be a gnome exclusive settlement for very long. News of a settlement with few laws and an enticing ‘experience’ for newcomers to partake in brought many people dissatisfied with their societies to participate in the drug and sex filled lives Rainbow Grotto offered. Alongside them criminals soon flooded the town seeing it as a good hideout, very quickly these same fiends ignored the laws and nearly took over the town.

Zeek, in one of his rare moments of coherency, was distraught at what had become of his paradise. Quickly, he rallied his gnome brethren and with their power combined...They managed to pool enough money together to hire mercenaries. These soldiers for hire became the ‘Rainbow Guard’ of the town and quickly oversaw the expulsion and massacre of hoodlums who wouldn’t obey the rules and helped construct the first walls and fortifications the town ever saw. Since then the Rainbow Guard have been the contracted guards and soldiers of the town that brutally suppress any riffraff who’d mess with the order of the town.

In a stroke of odd foresight, Zeek and his council also oversaw the formation of a thieves guild to organize and keep the reigns on any hoodlums who entered the city, having them at hand to take back anything stolen within the walls and expose criminals breaking the laws inside. In return Rainbow Grotto would allow thieves and criminals to find safe refuge within the walls so long as they registered their activities and possessions with the guild upon entering and leaving the town.

Things have been okay since then, not as good as the olden days when the town was first established on its utopian principals but law and order have more or less cemented themselves as a reality on this commune of Mushroom eaters.
 
Prologue Turn - An Age of Uncertainty
An Age of Uncertainty, 7000

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1st Jann, 1st Day 7000
And so it begins the new millennium, an age of uncertainty with the Adelram Empire fallen 120 years ago and new kingdoms forged out of the ashes. The wars between Humanity and the Elven Kingdoms have already played a huge part in Kazarok’s role. And although magic within the Human sphere has diminished greatly, all is not lost as scholars continue to teach inspired students within the College of Middburg. Those who wish to study magic travel to the Kingdom to learn in due time.

Now new societies have risen up, from humans striving to get by, dwarves celebrating in the mead halls, to vampires ruling their subjects. Spring is here, flora flourishing under the powerful Sunn, the Circle of Life. Trade is improving between the Arajyd and the City of Venita while the Heisen continues to consolidate power in the East.

To the northeast bring a migrant group of gnomes seeking enlightenment led by Elder Zeek Worm-Foot, some consider him a bit off but his experiences ensures they will thrive by his side.
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Rainbow Grotto
Sunn rose, spring time was here. The hares chewed on a turnip, entering a large hole in the dirt. But before the hare knew it, a red pointy hat hoisted the animal up, hopping onto the ground running away before someone grunted. A small hand grasped the dirt, rising as a gnome shielded his eyes from Sunn.

“Hurry the heck up Oleever, those nuts aren’t going to grow themselves are they?!” A booming voice echoed underground, causing the gnome to get out of the home, wearing a blue shirt with brown pants to accommodate. An older but hardened gnome followed, contrasting with a brown shirt and blue pants. Oleever laughed a bit, seeing his father in a grumpy mood, adjusting his tool belt.

“Settle Pop Pop, Sunn’s going to stay for a long while.” Oleever assured, walking towards the woods with his father as they saw a few gnomes leave out of their dirt holes, bringing their tools such as hammers and scythes for their farms. Pop Pop waved towards one of the distant neighbors, “Good morning Snaps.” Pop Pop said, receiving a wave back from Snaps who wore a green hat.

“Hello Pop Pop, better make sure the nuts are tended to. Meanwhile our beans are coming along well. I heard old Zeek’s been a little obsessive about the mushrooms lately.”

“As always.”

The north of Kazarok are infested with Orc and Goblin kind, scavenging whatever’s considered useful to their people. Although Orcs are considered dangerous to Humans, not all Orcs have a tendency to pillage or harass the population as some desire to live contently with their families. Such is the story of Clan Gor’Mok, for now.
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Gromm’s Tribe
On the grasslands of Kazarok are native animals such as the perry dog. The animal was immediately impaled by a spear, a lone humanoid marched, lifting the animal with his spear. The red orc growled in frustration, looking how much meat was on the mammal. He turned back to the camp, walking at least one mile until he saw the large number of tents and huts. At least a dozen orcs were carrying wood and hide to set up more housing for their people.

He saw a familiar face, a red orc draped in war clothing. The orc gestured outwards.

“Gurak, you finally decide to help us with the tents?” He acted coy, walking up to his friend, clashing into an arm shake.

“Karth, bothersome as always.” Gurak nodded, eyes switched to the fire pit started by the young orcs. “How are the others holding up? We’ve been working fast already.” Gurak said as him and Karth took a walk. Karth sighed a load of relief they didn’t have to settle in the extreme climate anymore.

“Gromm told us it was simple, we set up the huts until everyone is here. Any animals we find goes to the butchers. I heard they were planning a feast.” Gurak mentioned as he patted on a running orc boy’s head, chased by other kids.

There are those who have migrated a long time ago unlike others that are recent. One example is New Heldon, Angels who have went through a catastrophic war leading to many sacrifices. However the Heldonians constructed a fortress to establish a stronghold for centuries, leading to the current day…
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New Heldon
The country of New Heldon are mostly rural areas with small towns on lower elevations while the Fortress-Monasteries were usually called the stone-keeps by the human peasants. A young girl sat on a large boulder, overlooking the distant Fortress built centuries ago, the architecture resembling the old ones her family told in stories. Alice sighed, attempting to concentrate on her meditation while her dog tried to jump on top but to no avail.

“Alice! How’s it going?” A male voice shouted behind her, as she turned around to see her human friend below. He wore a brown sleeved tunic and black trousers, sporting messy short hair. Alice giggled, turning away to observe the view again.

“Hello there Ryden. What’s going on?” Alice asked. Ryden stared at the fortress, leaning to the side of the boulder. “Taking a break. For a little that is, til me and my father start sowing wheat. Growing season’s coming. I hope the Angels are merciful and just this year.” He prayed to himself as Alice gave a frown.

“Don’t worry Ryden, my father’s a kind man. He wouldn’t let your village suffer in peacetime. He’d understand, at least when I talk sense into him.”

“Oh I don’t doubt that Alice. Sometimes I say stupid things really. It’s weird to believe castles are that big. I heard they’re still building more.”

“Yeah…” Alice muttered, jumping off the boulder as her small wings helped her down. Her dog pressed his paws on her hands, panting. “Good boy. I’ll see you later Ryden.” Alice and her pet waved at Ryden, traveling to her home where her family lived. Her father was Jon Falwell, Head of the Manor. He was a Pure Angel just like the elite nobles in the fortresses while her mother was human, who died giving birth to her. Alice saw the household guard standing. She entered the large two-story manor as the guards recognized her, letting her in...

Of course, not all factions began through migration as we now see revolutionaries following the collapse of a mighty human empire long gone. This was an example where the people rose in mob rule and took over their own lives. Such was the Democracy of Everynia, a society situated in major human populations guided by not kings or nobles but free people. However the state itself forbids the use of all magic.
585944

Everyn’s Road
“Keep walking, we’re getting close to the next stop.” A male raised his voice, waving his gloved hand over to his companion. Two men wore brown brigandine over their clothing, just ahead of a small merchant wagon. The merchant in question was a male in his forties, homely accompanied by a big beard

“Just a few more miles gentlemen, you won’t have to worry about wildlife out here.” The merchant assured as one of the sellswords sighed, holstering his short sword while the other shot a glare.

“Anders, relax. The only danger we actually came across were feral wolves and a few bandits. The old man said it himself. We head to this town and we can enjoy a cup of ale.” His sellsword friend cheered him up as Anders shook his head, clenching the grip of the sword. The merchant laughed, “Aye, I’ve been to this town before and it is well protected by the people here. Unfortunately, they frown upon hired swordsmen, but ignore it that’s not the worse thing.”

“People? No lords or a King ruling this land?” The young sellsword asked to the merchant, shaking his head, “Never seen them. But I can tell you, it’s very good for business: no merchant taxes, high demand of goods and they don’t hate you. Well if you’re magical they will.” He explained as they turned to the left direction, heading to the dirt road as the scenery slowly revealed a small sized town. Whatever arable land there was were already being tended to by farmers, sowing seeds and cutting weeds.

Anders narrowed his eyes, observing the farms as his friend snored. “In my experience, free doesn’t last long. But I suppose it’s better than Hildegard’s policy.” Anders said.

“Why do the people hate magic and gods here?” The young sellsword asked to Anders who focused on the dirt road ahead.

“From a commoner’s point of view, a person with magic is a dangerous person. A man’s religion forced on his fellows controls what they believe in. Someone like that in this land wouldn’t be welcomed.

Some migrants have settled in Kazarok for centuries, isolated in the mountain ranges and protected their people from invasion. The people of Mallen-Tol consider their mining and dutiful work a religious service in the name of Erath because they are a part of Erath. Mallen-Tol is an unusual kingdom where the Dwarves occupy a small part of the surface, leading an opportunity for trading.
585947

Surface of Mallen-Tol
Within the mead hall on the surface, a pair of brothers clash their pints as a few bards played music in the background. The brother Lars had a large red beard, groomed neatly while the other Luron wore his black beard unkempt. They simply talked about their lives as each day to night was working.

“Hurry it up will ya? Do I have to buy you a drink just so you can end your turn already?” Lars asked as they sat facing each other playing a board game while Luron smirked.

“Well I thought you wanted me to go faster, not go slower. Quit rushin’, you got another 300 years anyways.” Luron insisted, finally making a move by pressing the knight forward, receiving a sigh from his brother.

“I heard the traders have been mentioning Elf activity. Something about heading into Kazarok. It could be a big problem later on.” Luron stated towards Lars. Lars slowly raised an eyebrow, planting his next piece elsewhere. “Okay, what’s the problem?” Lars said.

“I’m just saying. We’re heading into interesting times. Adelram Empire ain’t there to protect the men and women from those elfs. Beasts are coming in from the north. Sooner or later Duergor’s gonna have to act.”

“Not our problem anymore. I’ve seen too many brothers and sisters meet Erath just because some ambitious empire decided to go hunting and for what?” Lars shot a look of frustration, switching his energy towards his brother. They both sat silently until Lars spoke up, “Whatever it is, until the day they come in here and march on our home I’ll be waiting to put an axe up their arses.”

The legacy of the Adelram Empire as several races acknowledge was not all lost. The Kingdom of Courgeaux would a reminder and the closest target should they get invaded by the Elven Kingdoms. The Kingdom has enforced its peace and encourages its citizens to engage their energy on the enemies beyond Numerya.
585951

House Castevès holds its title of a county from the capital Serene Navire, running rural lands as the Noble House rules over a castle. Lord Edward observed his children playing in the yard, a hand pressed over his wife’s shoulders. He saw his younger son Jean fight his sister with a wooden sword. His older daughter shifted to the side, the end of the sword close to Jean’s forehead.

“You’re supposed to parry Jeane. Try again.” Kathyrn said irritated, tapping on the sword twice on reflex while her brother rolled his eyes. Edward and his wife Alysanne chuckled before he turned seeing his eldest son Karl march towards him. Karl made a bow in respect, sporting a brown cloak, brigandine underneath.

“Father, Mother.” Karl greeted.

Edward embraced his son, then looking over his children in the yard. He saw how agile Kathryn was every time Jean made an attack. “Your sister’s getting better with the sword. You taught her well.” He said as Karl shot a smile, folding his arms. “She’s got a lot to learn. If Jean wasn’t so stubborn all the time, he’d put up a fight.”

“Let’s just pray to the Mother you and him won’t have to fight out there. You know I worry sometimes.” Alysanne sighed, hands together as she observed the field. Edward shook his head, turning to Alysanne.

“Peace won’t last forever Alysanne. When we have to defend our homes from the Elves, our King will remember our services.”

Elves were a controversial topic to the Human civilizations. Although not all relations are strained such as Cythia and Altheim, the race is treated with disdain by peasants. There is however a minority within Kazarok, considered of mix blood are half elves, sharing their appearance of human and elven. The Kazirian Legion served no one but the highest bidder.
585952

Stronghold of the Legion
Within the stronghold of the Legion were three members sent for caravan duty, a merchant wagon containing supplies for New Heldon which was good enough for them. So far they had history working with the Monasteries. The others practiced shooting arrows in hay dummies while some played cards. The veteran Theovin Rodove strapped his water pouch to his belt, putting on his gambeson and the scabbard.

His two companions wore similar armor, the female sporting mail armor. She wore her hair short like a boy’s, done by the local barber while the other was male, adorned with a coat of plates.

“Looks like we’re about ready. Once the merchant tells us it’s time, we’re leaving. Yvlahne stick with the merchant, watch the trees. Stephon, you’ll be our back boy. And don’t fall for the bait again.” Theo shot a warning glare at the young merc, shrugging it off as horse playing.

“Only a few miles from here, we’d be better off finding abandoned villages for plunder for fuck’s sake.” Stephon exclaimed, hand on the grip waiting for the greenlight while Theo walked to the merchant. Stephon turned to Yvlahne, “I’m starting to think that was a glamor or something. Looked pretty old after we killed her.” Once she realized he was talking about the aforementioned bait, Yvlahne blinked, little to come up with a response.

“Magic most likely. Users whenever they like to set a trap place an illusion, I don’t blame you though. But I do think you should have listened to Rodove more. He’s only there to protect us.” She folded her arms, seeing Stephon flare up out of annoyance.

“I don’t need counseling. We’ve survived a ton a shit before, I know what I’m doing. That last contract could have been better but we lived didn’t we?” Stephon said but recognized he raised his voice. Yvlahne gave a look of pity til Stephon sighed.

“Doesn’t matter anymore. At least we’re doing alright.”

But not all people inhabited Kazarok but dwelled in an unknown continent far away from society as we know it. The islands in the southeastern were occupied by fairies called the Faere and other groups. Far away from main civilization, these fairies have dwelled in Nasroth for millenia. With the election of Ren Rimitiriua Rehanga, this has allowed the society to change into a new direction of philosophy and myth.
585954

Two Paeres sat down, a young one and an old one who are gazing upon the stars. Their heads laid down as they pondered. The old Paere pointed upwards, at a star. "You see that? I believe these are vast gods outside of our origin. Prestigious people." He chuckled receiving a look of skepticism from the younger paere.

"I believe you're making that up. How about a better story Father? Save me the kid stuff." He exclaimed, leaving the old man to backpedal on his claim. "You're right, these aren't gods but rather massive gasses of something. I don't know." He shook his head.

"You're really bad at this you know that?" The fairy turned his head to his father, shooting a weak smile while the old man shrugged in compliance. "I know I know." He admitted. The old man looked outwards, making a frown his son wouldn't really understand since he hasn't reached that age yet. But eventually he will.

"The truth is that I'm not really like the others. I can't, what do they call it? Philosophize? When I was young they used to put me to work on building houses for the neighbors. I was a real socializer back then, but time went on and so did my friends. And now, all I have is you. I don't know what you plan to be, I don't know what you wish to do out there. But if you mind I give you some advice, well for starters: start thinking about working out. And secondly, there's no better friends than your people." The old man explained. He's witnessed a lot of stuff during his time and it was very important his son should at least know what he was going to do out there. The old man won't be around forever but his final years into this world was to teach his son all he knew.

"I understand Father. I'll be sure to learn all there is on magic. And maybe workout." The son pointed out.

"That a boy." He responded, as both of them gazed into the stars.

The Orc and Goblins put a major impact regarding the north of Kazarok, causing many native humans to migrate elsewhere or stick in their area. During the Adelram Empire’s reign the descendants of Everyn The Hero attempted to attack the Northern Goblins, nearly succeeding until the decline delayed their advances. Once the Empire fell, goblins were relieved. The society Northlin opted to make their culture different by setting trade and industry unlike those who pillaged and razed settlements.
585957

Northlin
Five goblins huddled together, an impromptu bonfire acting as a meat cooker. On the fire was a charred limb presumed human. The head honcho of the pack Krig stuck a thumb on his lower lip thinking. Meanwhile a smaller and hunched goblin wobbled.

“Why I reckon Kard is planning something big, something that’s bigger and better than we’ve ever had before. They said if we ever gonna survive, we have to start acting smarter.” The goblin tapped his middle finger against his temple.

“That’s why he wanted us to make those trading deals with our cousins. Start a thing called, what do you call it? Ec-nom-a-ney?” A young one said as Krig nodded. “Yeah I geat what he’s saying but who are we foolin’ the world by doing this.” Krig asked.

“That’s what the boss is trying to figure out. Come on now, maybe we a lot better than we think we are. How do we know?” One of the goblins put up their arms in the air.

“We gonna have to see later. With those stupid humans empire gone this is our time now! Green kind is already in this land, now we start prepping!” Krig exclaimed, raising his fist into the air. The goblins cheered, rallied behind their brother...

As the Goblins and Orcs planned their course of attacks now that the Adelram Empire has long fallen. The legacy is still preserved for centuries like Hildegard and Courgeaux. Riflheim was once a shining jewel in all of the Adelram Empire. However after it fell, years of decadence and corruption caused the state to collapse under its weight. But one mysterious figure such as The Burned Prophet recites all is not lost. Wilhelm the Black follow his advisory, allowing the duo to reclaim Riflheim’s glory.
585983

The ceremony was about to start, at least a thousand people showing up to witness a messenger of the Phoenix. A young man wore a red robe, adorned with red glowing jewelry as the crowd stood silent. The Messenger grabbed a torch, turning to the people.

“For centuries Riflheim was one of the greatest in all of Kazarok, flourishing in trade and culture. One of the powerhouses the Adelram Empire relied on for its wars. The monsters are closing in and the Elven are expected to rally their banners. We stand on the ashes but the Phoenix knows no death. We rise, stronger and wiser.” The messenger raised his voice as he lit the bonfire, causing it to enlarge significantly, allowing everyone to gaze into their future.

One of the soldiers looked outwards, folding his arms covered in full plate armor including his head. An grizzled fisherman laced his hands together, staring. From the distance the messenger raised his voice enough for everyone to hear. The fisherman turned to the soldier.

“I can’t imagine it was only 120 years. And now it seems like we’re heading into a dark direction.” The man admitted despite listening to the speech.

“You’re wrong Christian.” The soldier exclaimed, slowly turning his head towards the aged man.

“The Gods give us mercy because we will all play a role in these chain of events. They have driven us here because we share a destiny. They have cursed the Stormstrum Dynasty and the Melgaerons because they fell to corruption and greed. Humanity will prevail so long as we pray to the Phoenix and stay on the one true path.” The soldier explained through a raspy voice underneath the great helm. Christian sighed harshly, staring at the fire.

“I suppose. The Gods are good.” Christian renounced.

“The Gods are good...” The soldier repeated as they prayed.

Because of the increase in monster territory within the north. This caused native humans in that area to defend themselves through fortifications and create a militia. This has led to varying results from outright failure to successful that have lasted. One of these is the Korkari, who worship the First Chieftain who united the tribes in the north. The Korkari are pragmatic people, everyday there is work to be done.
585965

Korkari Foothill Mines
“You know bread doesn’t taste bad with coal. Smells like shit but doesn’t feel too bad.” A group of miners was taking a twenty-minute break. They ate from grain and corn, gulping down on their fresh water pouches. One of the leaders named Bruze nodded, wiping the sweat from his forehead. He then turned around, seeing a few men wearing armor walking to their outpost. They were closing in pretty fast, urging Bruze to look confused.

“Hey, get a load of this.” Bruze yanked his head. Several of the miners noticed the strangers by now, dropping their lunches and slowly come closer. There was about ten men, the middle guy shouting, “Morning.” Earning some suspicion.

“Who are you?” Bruze questioned, asking a question at one of the mercenaries. The mercenary stood silent until he walked forward, the Korkari workers dubious. These mercs were wearing full plate armor, pretty expensive gear for a sellsword.

“The Blitz Company. Protecting the people from danger. But protecting is an expensive profession that can only b-”

“Protecting who? From what?” Bruze asked as several of his men stared silently. These sellswords were also silent, until the middle merc spoke up for them again, albeit annoyed.

“Orcs and monsters tend to be a hassle on villages. If we would to protect people like you. Compensation should be due.” The sellsword put it out there while the miners still had an idea what he was talking about. Bruze sneered, scratching his pudgy stomach.

“And what compensation would that be?” Bruze asked.

“You know what it is. If you keep on jerking us off I imagine this isn’t going to end well.” The situation grew dark, the sellsword grabbing the hilts of their weapons as the miners were still in their same spots, not making any moves or people running away. Bruze narrowed his eyes, more irritated than ever.

“No I suppose not. So go on, get on with it. The people who are still alive will take off all that shiny armor and kick the shit out of you with it.” Bruze dared towards the ring leader, alerting a merc.

“We’re sellswords, do you really thi-

“Shut the fuck up!” Bruze shouted to one of the sellswords, still standing in place. “If you’re gonna make threats to us, you better hope you got a lot of backup for what’s gonna happen next.”

Both sides realized the big mess that they were going to endure. But for the sellswords who were trying to fool a few civilians, these people weren’t budging. In fact, some of them were clenching their pick axes, eager to participate in their deaths if they had to. The ring leader stared at them, the miners outnumbering them a great deal. The sellsword sighed, shaking his head as he turned away to the opposite direction, his men following him.

Bruze gave a dirty smirk, causing several of the miners to laugh in return...

After the Elven Wars, the entire Elven population was devastated from the series of Adelram invasions. This caused the continent of Numerya to fracture, leaving independent Elven Kingdoms to isolate themselves. One notable individual was Boreon The Betrayed who led his army in the isles of the Alorn Sea. The Betrayer founded his own kingdom, allowing his people to survive unlike those in Numerya. Despite this however, the Kingdom is considered unworthy and deserters by Altheim.
585970

Gaenar’s Tower, Brotinnstao
The Elven signed off a document using a ballpoint pen as his wife stepped into his chambers. Valaena marched til they faced each other, gaining his attention. His eyes turned to her, dressed in black plate armor detailed with silver trims.

“Yes?”

Valaena gave a stern look, “The crew is waiting Vaeron, they expect their Captain on duty. Put away the pen and let’s go.” She placed her hands behind her back like a soldier which he got used to quickly. Nevertheless, Vaeron set the pen to a holder, rising from the chair. Vaeron adjusted his captain’s uniform, blue and black. Through the hallway they passed by a large portrait of themselves, Vaeron sitting down while Valaena stood closer behind his chair, hands over his shoulders.

One of the servants bowed as they went downstairs. Their household guard escorted them out of the tower, where they traveled to the seaport without trouble.

As they observed their surroundings they saw many markets open in this morning, allowing civilians to purchase exotic such as the soft furs from Mesados or expensive silk from the Heisen. One of the Elven merchants was even waving paper around in an attempt to attract tourists.

Heading to the docks was their sailing vessel, a three masted patrol ship designed for the sea. In front of them were the crew of the Young Lion, dressed in standard uniforms reflected from Brotinnstao’s colors. Each seafarer had stern faces, hands to their sides. Vaeron turned to his wife, nodding. Valaena marched towards the female column, taking her position.

“Let it be known that the Brotinnstao Navy prides itself as the first and last line of defense our Kingdom has from our enemies. You are here to patrol and fight for our people, the most important jobs a seafarer has. You will address me as Captain Gaenar and treat me with the same respect as anyone else here. As we set sail, our services will be rewarded with valor and remembrance. You are the Kingdom’s shield. We are the first and only, Maegon’s children. Understood?” Vaeron demanded,

“Yes Captain Gaenar!” Everyone shouted.

----------------------------------------------------------------

Unknown Place
A hooded individual walked up to a mysterious jester, who was singing a rather bad tune. The jester turned to the guest, lighting up the candies in the entire room with a snap. The fireplace lit up, flames fueled intensely

585978
“Ah. Hello there. Chances are if you came to see me, perhaps you’re more invested into this world than I thought. They call me Laughing Jack. Jack for short.” He gestured.

“Today we will be getting to know this world’s magic. Should you wish to understand if you want to conquer your enemies or become a legend, I’d listen.” His eyes widened, adjusting his posture as he readied his lute. “Now then, let’s sing a song to it…”

As people know across the world, magic is divided into eight circles. We will start off with some peasants calling the first four the positive sides, though a mischievous person would utilize what he has with him. Though there are a few things I should note: magic is taught from books, birth, or by a teacher.

Elemental Magic is the act of manipulating the elements to your will. Why, the elements are all around us. The novice users use fire, water, earth and air to give an advantage. There’s also other elements involved such as metal, lightning. Only the foolest fools would know it’s hard to master one element, let alone all of them at once. I know you think we can all create something out of nothing, but the truth is all magic comes with a price. You think fire is made without warmth, your breath, or Sunn? Water’s a similar concept: lakes, sweat, rain, ice. All the same. But don’t kid yourself, controlling the sea is a good way to exert yourself.

Transmutation is the art of altering an object or a being into something else. Lead turning into gold is one good example. But if you do it too much, the Gold Magisters are going to come around to your house and beat your legs in with the financial textbooks. You are also expected to know the laws regarding the object which means you’d need to have a good idea what the object is, what you wish to do with it. The circle is a science in of itself that requires patience and practice.

White Magic is the arts used for helping other people out of selfless act. These include but not exclusive to: healing, casting light, purifying water, exorcism. From my experience, every good Kingdom needs an experienced mage who practices in White Magic. Though there’s no hard evidence for this, it is said White Magic is more effective based on the purity and selfless of the user. Oh yes, did you know Vampires tend to stay away from these users? Fun thought.

The last of the positive circles is Nature Magic, a skill dedicated to the natural world. Nature users rely upon the trees and flora to accelerate growth time, drain their life, protecting crops from wildlife. I’ve seen experienced users change the weather in minutes because of their skill and stamina.

The last four to the peasants are negative circles, more destructive and generally seen as corruptive. I have heard in return they bring interesting side effects such as long life, healing wounds and great power. Despite this, I’ve witnessed kinder mages utilize these circles without restriction. But the temptation to use them could be very strong.

Necromancy deals with bringing the dead back to a reanimated state, obedient and persistent. This magic works well in hand with Blood Magic as Vampires are real naturals at this stuff. Some sorcerers use this skill to drain life forces around them, getting younger and handsome. Practitioners also communicate with spirits to Bringing the dead back to life as always has a price, meaning you’d need life to exchange for life, but it varies: A healthy horse for a group of skeletons? Easy. Bringing a human for another? Works well. But, be warned: What is dead will always be dead.

Conjuration allows users to summon beings from the other side, bringing things not of this world such as demons, headless riders and creatures we deem unnatural. I have seen summoners conjure the common wolf or even ghosts.

Black Magic is the opposite of White Magic, darkness, self serving and meant to harm others. Witches tend to use this for rituals and religious worship. One of the common spells is possession that mind controls the target. Clever ones use it to inflict terrible curses on villages. Some people cast nightmares making people panic in seconds. This power is dark energy at its full potential, casting powerful beams and causing destruction. But I must remind you, this magic is uncontrolled and volatile for the common individual.

Finally, we come forth and introduce Blood Magic, an art mages and sorcerers use to enhance themselves or others at the cost of blood. Blood users can also bind targets to their will. Fortune tellers use this magic to foresee visions of the past and future, how reliable I cannot say. Dark healers use blood to heal fatal wounds and diseases stronger than White Magic. Some scholars argue the health of the volunteer affects how strong the magic is compared to a diseased rat vs a healthy human being. I should note Blood Magic works well with Necromancy and Black Magic…

“And so we end our little lesson for today, child. It would be wise if your siblings took the time to come here for lessons, it could be very useful one day.”


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WORLD EVENTS
585980

585981
TURN END
SEND IN AS TURN 1, The due date is June, 14 2019. Grace Period is 15-16th
 

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New Heldon - Order of the Undying Rose - Capitol Fortress
Celebration of the New Year - Crimson Era by the Old Calendar


darek-zabrocki-colour-and-glamour-3-darekzabrocki.jpg

Amid the rocky bluffs and plateaus of the forested valley sat a particularly stout and tall white stone outcropping, tallest of all the nearby stone formations like a lighthouse rising up from a foggy sea of green pine. The Fortress of the Undying Rose, the first to be structurally finished and the de facto capitol of New Heldon. Any other fortress could serve as the capitol, depending on who has been elected, but the adherents of the Order of the Undying Rose have a long tradition of raising angels to Sainthood - and eventual leadership of the nation. The fortress was home to more than one order, housing nearly a dozen of varying size within the labyrinth halls and chambers, with nearly all residents belonging to some particular order. A few - the solitaires - choose no order or brotherhood, and instead live on as their own individual.

Tonight, the fortress was a hive of light, music, and activity. Colored lanterns were drawn from window-to-window, or across rocky precipices. Banners and flags decorated the doorways and stout halls, shrouding the walls in a rainbow variety of allegiances. Music - often tunes and songs of the ancient world they had long left - echoed hauntingly throughout the marbled chambers. It was a new year by the calendar of this world, and with some minor calculations, the old calendar of their homeland was capable of fitting the timeline. It was pointless to live off of a calendar no one else used, but for celebrations it was always there, one of many inescapable symbols of the past. While they couldn't count days with it, they could still mark the eras they emerged through, and this was a particularly important one - the first new era in this new world, after seven centuries.

The festivities extended all throughout the fortress, around New Heldon, and even into the human villages under the shadow of the angelic castles. Here, the banquet and main hall was open to all subjects of Saint Elise, and for many humans this was a rare chance to stand among the most powerful angels in existence. All orders in some capacity were present, save for the twin witch orders of the Black Briars and the Whispering Veil who never attended a public celebration and instead kept to their darkened manors.

"Another marvelous celebration, Elise. Leave it to the children of the Rose to show elegance in all things," said Silas Dondaron, of the Vengeful Blood Consorts. Saint Elise fixed him with a warm smile and took his hand in hers as they strode through the party. It wasn't unusual for an unwed Saint to demonstrate intimate favoritism, often with many various suitors, but it was also an expression of confidence - not just between Elise and Silas, but for all present to know that Silas Dondaron was indeed worthy of his status as Prefect, leader of the military.

"I could hardly do anything less. First day of the Crimson Era?" Elise said wryly. "Either it will be a celebration ushering in a period of greatness, or the accompanying ill omen means today marks the last of our golden days. That said, I am... optimistic. Our foundation for survival has been secured. The first generations to be born wholly of this world are already walking among us. Every day progress continues on the next fortress, and expansion never ends for those already completed. Our world will endure..."

"...but will it prosper?" Silas finished. It had been a question of growing importance for years. Their parents had worked with fervent diligence to ensure that they had an anchor to this new world, a place of safety from the potential horrors that lurked on the horizon. That vision was now completed, and they had learned that the horrors they expected were not out there, or if they were, they were dormant or too distant. To their south were vampires, and their relations with them had been distant but neither cold. Potential allies, but their lands were key for expansion, as some commanders suggested. The Kazirian Legion were just to their north, their oldest and only allies in this world. An interesting breed of people, undoubtedly, and the stories they told provided much to fill in what they did not know of these lands. There were a number of other promising countries nearby, but aside from the distant human nations across the mountains, they knew little else of what occurred out there.

"I anticipate it is time for us to spread our wings, and see what lays ahead. I feel that as we stand now, we're little better than the Vislani."

"The Vislani... an interesting comparison. Warlords of the Shards. A shame we don't collect the tithe they managed to scrape off every traveler moving through their guarded passes. My father always described them as the most well armed thieves in the world. Its fortunate none of them made it to this world with us. They'd strangle all trade within fifty miles of their keeps," Elias chuckled.

"That they would. And like the Vislani, our trade is... limited. We have our castles and fortresses, and few travelers willingly come to our lands. That needs to change. I... we... our vision has always been of a new Heldon. The land of our ancestors is something we have only seen in dreams and in stories, and we are all trapped looking back to that. I don't think we will ever escape that, not with the curse, either, but the young ones today... they will be the first ones to look forward into lands we have never seen before. Our parents laid the foundation, and we built the roof. Now its time to leave the safety of our homes and grow. Grow and become a land worthy of the pride of our forefathers."

Those nearby the pair had grown quiet, intent to listen to the passionate words of their Saint. The angels felt the words with far deeper emotion than any human could know, but even the men and women of mankind could feel the energy of something hopeful for their future. A cheer went up for Saint Elise, which quickly spread throughout the entire chamber. Oaths were made and renewed among the gleam of liquor glasses, and proposals were excitedly made between excited minds. This was not just a celebration for the sake of a date on a calendar - it was a celebration for things to come.

Elise turned back to Silas when the excitement began to simmer enough for her to turn her attention away from the masses. "We've already selected some ambassadors and clerks to facilitate their efforts. It is better to make friends than enemies, for now, but if we must...."

Silas bowed low, his blood red cloak billowing around his lean form. "The swords and spears are yours, my Saint. You command and they shall go."
 
Clan Gor'Mok
A New Home

586877

Atop his chieftain's den Gromm could view the sea of tents that dotted the land around him. Thousands of orcs, all having followed him have begun settling in after their long journey and all were eager to begin anew. This land seemed bountiful and fresh, a livable area unlike their homeworld which had become poisoned and increasingly dangerous. But now, they had a chance for their children to grow up not knowing these dangers. All around him Gromm saw his orcs bringing in fresh food from hunts, fish from the nearby sea, tanning hides, building tents, or training. Their trolls were logging around lumber and other materials needed for their clan, and even their giant joined in to help. Even with all this however, new orcs were arriving by the day, having followed in Gromm's footsteps with the promise of a new home. And the need for more housing and food continued to grow as well, which worried the chieftain.

Preoccupied with his thoughts, he did not notice his life-mate approach from behind and she quickly caressed him from behind. The chieftain chuckled as he gently grabbed her arms and turned to face her with a soft smile. "Agya... how are the boys?" he asked.

"Varok is down running around somewhere and Brogg is asleep... for now." she replied with a chuckle. Gromm gave off a gruff laugh as well before bringing her to his side to watch the vista. However, Agya's tone changed as she realized Gromm's demeanor. "What's the matter?"

Gromm grunted as he looked in the distance with a sigh. "Food. We might not have enough to accommodate newcomers. Not unless we find some way to find more. And our crops won't be ready for another few months." he said with a tone hinted with despair. "If only we orcs didn't eat so damn much."

"You've led us all this far, my love... you can figure this out. I know you can." Agya replied firmly, looking at Gromm with an intense demeanor.

"We had to make a lot of hard choices as we traveled, and it seems that I continue to be burdened with such decisions here too." Gromm replied, leaning onto the railing. "Most are too tired to fight, so we can't raid for food. And not only that, we know next to nothing of what is out there. I cannot risk our warriors like that, not yet."

Gromm looked down to see his son playing with a few other younglings and leading them as they ran about the dirt streets of the encampment. He gave off a grin, and changed the subject quickly. "Varok seems to have made a lot of friends. The little rascal is their leader."

"He is going to lead one day... might as well start early." Agya stated jokingly.

"Aye. But until then, my work is yet to be finished."
 
Faction Name: Republic of Acrad

Flag (preferably 293 x 160):
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Date of Foundation:
The city's foundation dates back to roughly 1500 years ago, together with the state assembly itself.

Leaders:

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Notable Members(Optional):
Chancellor Aurelion Enderven

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Pictures(Leader Pic recommended):
'The Thirds' represent Acrad's long standing military units of professionals that act both as the main army in times of war and as police watch in the settlements, mainly the city. The Thirds are divided inf 1/3 of swordsmen, 1/3 of pikemen and 1/3 halberdiers, providing outstanding flexibility in warfare in both defensive and offensive cases.
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The Thirds are heavily supplimented by and rely on the cavalry in order to maneuver on the battlefield. The trademark tactics of the acradian military is the use of combined arms: the Thirds, cavalry and archers.
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Government:
There are 3 hierarchies in the acradian society:
The Republic's legislative power can be split into 3 main branches: the Citizen Assembly, the Knight Assembly and the Patron Assembly. Each assembly is composed of direct democratic vote regarding aspects related only to the respective class status. The Citizen Assembly is composed mostly of lower class secondary citizens of the Republic, often men with no land property such as the peasants and workers. The higher class of the knights are usually those who own a plot of land, and perside over a longer career inside the military, becoming petty officers and officers. The Patron Assembly is reserved only for the elite class of the Acrad. For the purpose regarding nationwide laws or events, magistrates elected from all the three assemblies gather inside the acradian Council.
  1. The lowest of lowest are composed of the slaves, who are non-citizens which generally serve the higher classes. They are used as heavy brute labour force when needed, and perform the lowest of tasks. It is almost always impossible for a slave to become even a secondary citizen, but slaves are protected by national law due to being considered private goods. A master of slaves is required by law to relinquish his slave after serving full 30 years in slavery, or if the master chooses to end prematurely the slave's legal tenure. Once eliberated, a slave is almost always cast out of Acrad, with a small payment in the form of silver, enough to guarantee food for the next two weeks, with some slave-holding families ensuring proper safe passage for his slave, in the good cases. Most slaves disperse into the wider world. A family is able to legally declare the slave a "Freeman", whereas he becomes an auxiliary member of the family, having gained the full trust and appreciation of the family. Due to the legal nature of slavery, Acrad is viewed as one of the most lenient overlord over the poor slaves. This strategy of shifting slave population helps maintaining the core acradian population, without being overrun by slaves.​
  2. The citizens, who can be either secondary class or primary class. Secondary class citizens are the most numerous of all, being composed of children and women. Becoming a secondary class citizen requires either birth inside Acrad to parents of either secondary or primary class citizens, or in the case of foreign individuals of different nationality/race, serving the full 10 year military conscription in the auxiliary forces of the army. Becoming a primary class citizen requires both parents to be of native acradian origin or at least two generations of secondary class citizens in your family and serving the full 10 year military conscription. Secondary class citizens are granted certain benefits, including legal status and ability to vote in Citizen Assemblies, one free daily ration consisting of half a standard rye bread, two glasses of olive oil and half a kilogram of fruits, and legal representation in trials and other law related conflicts, and ability to candidate for the position of magistrates in the Citizen Assembly. Primary citizens enjoy all the benefits of citizenship, including being eligible to own plot of lands, candidate for magistrate in the Knight Assembly and the Council, pensions in the case of long military careers or state related bureaucratic work.​
  3. The patrons, who are the wealthiest members of the acradian society. They are the long standing families of Acrad, with tradition in serving inside the Council and almost all state related institutions.​

Religion:
Acradians worship a single diety known as the Holyness, which is said to be the primordial parent of all the races of the world. The official religion is called "Holynessianism".

Background (Still under WIP):
Acrad's cultural and ethnic ancestry can be traced back to the surviving elven population of the Ancient Kaz'Rael and the great proto-kazarok migrations in times of old. The elven Kaz'Rael civilization thrived once in the lush eastern parts of Numerya, founding an enduring empire which warred against the other elven states of Numerya for hundreds of years before man first began set foot on Numerya. For long have Kaz'Rael and the human migrators clashed between eachother, leading the elves of old to build sophisticated border foundations in order to sustain and repel the human migrators that pushed the eastern boundaries of Kaz'Rael. Due to the very destructive nature of a two way front for decades with the other elven civilizations in the west and the increased outbreed and outgrow of the human population on the east, the crumble of the elven empire was forseen by many, and dozen of scholars and scientists have tried to tamper with the arts of forbidden magic in order to resolve the crisis and gain a hand at restoring the regional power of Kaz'Rael. In the aftermath of the severe implications of research inside the art of forbidden magic, the elven empire has caused an irreversible climatic catastrophe that survives even to this day: the infamous Desert of Kaz'Rael.
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The remnants of what was once Kaz'Rael have dispersed within Numerya, gradually losing their identity. Only the elven clan Acrad of Kaz'Rael has led their bannermen and subjects on a journey beyond the borders of the elven realm and the human realm, founding the city of Acrad on the 'Blessed Strait' between the two continents. The elven clan of Acrad, in order to survive it's peril, have undertaken an unprecendented task: rally the local human population together with the surviving elves, ensuring a continuation of Kaz'Raelian culture. Through conquer and diplomacy, Acrad began to assimilate more and more human population, growing from a modest fishing harbour to a veritable local power. The early period of Acrad was marked by constant inter-ethnic conflict between the elves and the humans. Scholars debate on the early period of Acrad, due to the scarcity of surviving materials and documents. It is certain, however, that the last elven king of Acrad has been dethroned around 1200 years ago by human-led dissident forces, establishing an official government based on equity and democratic values.

Over the next centuries, the elven population and the human population intermingled one with another and gave birth to the modern acradian population of today. Due to the fact that the elvish gene is more weaker than the human one, and the increased rate of breeding in humans, the elven mixture is commonly found today within the elite families of Acrad and some segments of the population. Although considered mostly human in nature, Acrad is one of the few examples of a man-elven culture. The elven cultural heritage is responsable for, but not limited to: architectural style such as bright coloured edifices and buildings, white magic usage in many aspects and a sophisticated society and maritime navigation, culinary aspects, fashion and efficient bureaucracy. The human cultural heritage is mainly responsable for, but not limited to: the complex militaristic professionalism, outgoing personality, piety, certain architectural styles, diplomatic and economical culture and most ofthe overall physical aspect, although slightly pointed ears and beautiful facial features are common among acradians of all social ranks.

After a period of peace and constant growth, developing an elegant society and establishing itself as a local power, the Alderam Empire of Kazarok has reached it's claw up to Acrad. Repeatedly failing against Alderam, Acrad's political power was reduced only to the status of a client state, representing a cannon fodder between Kazarok and Numerya. With the eventual collapse of Alderam into bickering nations, Acrad broke off the diplomatic pacts with the Empire and restored it's status as a fully independent nation state within the world, altough an influx of human refugees from Kazarok, aswell as severe droughts caused by desert storms from the Desert of Kaz'Rael and rampant piracy, has seen the stagnation of the nation once more.


Picture of specific location dotted on the map:
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Kazirian Legion
Coins, Rivers and Blades
587538

A fire sparked inside the hearth. Swarms of tiny embers escaped before falling to the cold stone floor where their glowing faded into black. Kneeling down next to the hearth was Sarthen Largasso, one of the Legion's top commanders. He sighed and grabbed a tempered metal pike from the nearby wood rack, using it to move some of the logs around. With any luck the Free Keep wouldn't burn down this evening either.

On the opposite side of the chambers a pair of wooden double doors opened, revealing Jelina and two more commanders- Triena Noldari and Barthoz Kallizmir. Sarthen rose up and returned the pike to the rack before nodding towards his commander. "Jelina," he said.
Jelina returned the greeting. "Sarthen." She then gestured towards the chairs. "Sit down. Osara should be here any moment."

The three commanders nodded and sat down. Sarthen folded his hands and leaned on the table while Triena and Barthoz maintained a much more reserved space to their superior. Jelina approached the hearth and stared into the flames. Soon enough the sound of footsteps could be heard from the corridor followed by a voice greeting the guards outside.

Osara Radakko stepped into the room. She nodded towards the others before seating herself. Outside of the room the guards closed the door. Jelina turned around to adress her council. Currently there were only five of them in the room. These were busy times and The Fifteen could not always be gathered at full numbers. Three were busy overseeing contracts far away from home. Two others were at New Heldon to maintain diplomatic relations. Another member was in the east, mapping the river deltas. All the other members were either occupied with menial tasks or asleep.

Fortunately for the Legion this was no bureaucratic state that demanded pointless rites or routines. Time was money and for every minute wasted business- and coin- suffered.

Jelina seated herself. She studied her commanders. Sarthen. Ever-loyal. He had the mind of a general and a businessman. Triena. The Ranger. She always found new roads. Barthoz. A diplomat. Whatever he lacked in swordsmanship he made up for in fancy words. Then there was Osara. Arrogant. Young. Unpredictable. Jelina smirked. Her wildcard.

"I have news," stated Jelina. The other perked up. "I looked into some of the rumors. Quite a lot of truth for once." Jelina smiled and crossed her legs before continuing. "There's lots of coin waiting to be claimed. Rumors of highlanders seeking protection. Gnomes looking for someone to guard their treasures. New Heldon expanding. If we play our cards right we can expand both out reputation, influence and our purses."

The commanders grinned and nodded. It was time to expand. Without saying another word all five of them unsheathed their daggers, crossing them across the table.
 
Mallen-Tol
Divided Loyalties

587640

The Serene Hold of Mallen-Tol on a brisk, autumn night
Guild Master Aegon Blackmaul entered through a shop doorway, smirking as he always does at the irony of a bookshop having an image of a book hanging out its front as oppose to a written sign. Literacy wasn't something important to everyone and the bookshop's main income really was inscribing for those illiterate dwarves rather than selling manuscripts and scrolls, which selection was limited anyway.

As he walked into the main chamber, an older dwarf with aged skin and a solid white beard hunched over a desk littered with quills, empty ink bottles, and scattered papers. He looked up with his eyes, keeping his head facing the manuscripts across his desk and said, "Ah, Aegon my friend. Come for another novel? Soon you'll have my entire stock, why not just buy it all now so I can retire early?"

Aegon continued his approach to a small bookshelf while he replied, "No, not today Daruth. I think my time with novels and tales of love and dragons may be over. There was a Council meeting yesterday with the Lord Regnant. It...concerned me. I think I shall begin collecting your scrolls and manuscripts of histories and sciences. He causally picked a leather-bound book off the shelf at random, reading the title The Divided Loyalties of Dwarves and turned to a random page to read, "...which brings us to the main division of dwarven societies: That of the clan and that of the guild. Some clans align themselves entirely within a specific trade while others are spread among dozens of the trade guilds. When clans have disputes, it may drag the overall guild they are aligned to into the argument while when rival guilds go against one another, it could divide the clans. This is often how new clans break and form..." He closed the book.

Daruth said, "That book is one of the oldest, written mid-empire I think? By a human I believe. Not very good, only dwarves will every truly understand dwarven culture. What is that the High Regnant is looking to do now?"

Sighing and blankly staring at the small selection of scrolls, Aegon said, "Duergor wants to expand our holdings. With the empire gone for many decades now, he feels that Mallen-Tol could extend itself. He's organized charters for khazerthrun to go to foreign lands to trade. Many of the guild masters are excited at the thought of selling their craftsmanship while others are excited to bring in wealth of other lands, including a great many of my own guild."

"That does not sound like such a bad thing?" Daruth asked.

Aegon grabbed another book at random titled Erath: Divinity of Dwarves and said, "Not immediately, but I fear what may come afterward. He is becoming more paranoid of his mortality I think. He's asked any of the khazerthrun to bring back any ancient dwarven relics and any clue to the Heart of Erath, as if such a thing exists. The Forge Guild should have never backed his election two score ago against his second cousin's bid. That was the first time our guild allied itself with the Masonic Guild and I am determined for it to be the last. Anyhow, as always, this is kept between you. And. Me. Yes?"

Daruth replied, "As always, Aegon. That could be quite troubling. But at least now I can contract a khazerthrun to bring me more manuscripts, I haven't had a restock in nearly sixty years..."
 
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[div class=fyuri11wrapper][div class=fyuri11imagebox][div class=fyuri11overlayparent][div class=fyuri11overlay][div class=fyuri11header]Principality of Cephalonia
Emperor Karolos II Liuvareiks
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Faction Name: All official documentation refers to the sate as The Adelram Imperium and regards its ruler as the 21st Basileus. In conversation and all things informal however, it is usually referred to as The Principality of Cephalonia or more commonly, simply Cephalonia.
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Date of Foundation: After the razing of Kazmura .i.e 120 years ago
Leaders: Emperor Karolos II Liuvareiks
Notable Members:
Patriarch of Cephalonia

Religion has always been a source of disagreement in Cephalonia, indeed the subject of religion has been the catalyst for many a war with the Empire's Hildemar cousins. The conflict first arose when Nikolas I Liuvareiks decided to break away from the Grand Temple by appointing his own Supreme Pontiff of the faith as the countless Emperors before him had done. This act alone caused a great schism within the church, leading to heated reactions all around. The High Ecclesial declared any and all bishops appointed by the new Imperial puppet to be without sanction and had him and his Emperor excommunicated from the faith. In retaliation the High Ecclesial at Cephalonia, now know as Paulinus III excommunicated the entirety of the western clergy from Cardinals to lowly Bishops. Enraged, the Grand Temple convinced the nobility in Adelford to take up arms against the heretical Emperor calling for a host of the faithful to restore the true Pontificate. Nikolas I Liuvareiks in his folly disregarded the rantings of the 'mad priest' and by the time he came to his senses, it was far too late. The combined forces of Hildemar, Bastien and Carolin were at the gates of Cephalonia, the sack that followed is still talked about to this day the sheer brutality of the event recounted by countless bards and minstrels in towns and taverns across the Cephalonian hinterland. The Emperor's head along with that of Paulinus III was displayed on spikes at the walls of the capital. Alaiksandrus II Liuvareiks, the Emperor's brother was made Co-Emperor along with an upstart noble from Bastien, Louis 'Iron-Arm'.

This status quo would not last for long however, the people wouldn't stand for having a foreign monarch lording over them and thus for 4 days and 4 nights the city burned once again. The Co-Emperors were caught and massacred while trying to escape the city by their own Praetorian Guard and Andronikos II, a promising scion of Nikolas I living in exile, was made Emperor and almost immediately went about mustering troops for the battles to come. A year of conflict finally came to a conclusion at the battle of Everyn's Road where the combined Hildemar and Bastien armies were set upon by a strong Cephalonia force. In the humiliating peace that followed Andronikos II married a Rosselot princess securing peace at the front while the High Ecclesial agreed to organize a Council of the learned at Aragos, a port city in Cephalonia to discuss matters of faith. The Council at Aragos after much deliberation came to the conclusion that the Emperor as a result of his royal prerogative would be entitled to elect any sitting Bishop as Patriarch of Cephalonia, who although nominally subservient to the Grand Temple, would have every power bestowed on the pontiff himself, within the reach of the Empire. The current Patriarch Alagilds I is as such the supreme head of all religious matters within the Empire and thus an extremely influential man.
Dux Aþalahardus Palaeologos
The Palaeologos have been a major part of the renewed Imperial establishment ever since the fall of Kazmura. Although land given out to noblemen within the imperial system is in exchange for military service, such charges are not hereditary and can only be held at the behest of the Emperor. The Palaeologos however have managed to hold on to large tracts of land in the Northern parts of the Empire providing it with much of its required levies and them with a great stake in the goings on within the Empire. At least two members of the dynasty have been noted to have headed the Empire; once briefly during the 'time of troubles' and again during the regency of the infant Andronikos III in the form of Empress Hunibairhta Palaeologos whose brief reign ushered in a period of prosperity for the Empire. The current Dux, Aþalahardus Palaeologos is best described as a glory hound, encouraging the expansion of imperial dominance by forcing neighboring states to recognize its claim to the old Empire.
Imperial Capital - Cephalonia
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Port City of Aragos
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Emperor Karolos II Liuvareiks
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Government:
Imperial

The Imperial government unlike its feudal counterpart focuses on urban areas and a centralized court whose influence affects internal policies. All offices of state are held at the behest of the Emperor including the position of Patriarch. Until recently the Empire also housed a senate with limited powers but that institution was abolished on the command of Emperor Andronikos III
Religion: The Divine God
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Background: Like many of its great cities Cephalonia began as a colony of the Empire, with the explicit aim of tapping into the lucrative Arajyd bay trade. Situated at the mouth of the river Vesuvio It was soon able to attract great wealth and influence, often to the ire of the surrounding tribes who saw the Empire slowly encroaching into their territories. The tribes in the region were a strong willed people, distant cousins of the Hilders and fiercely territorial. Ever since Cephalonia was first established there were skirmishes between the settlers and the local chieftains. The situation came to a head however, when the city state began expanding northward towards the source of the river. Under the charismatic leadership of a man named Wittekind the tribes united into a confederacy and laid siege on the city, it was only the timely aid of the Empire that prevented certain annihilation by lifting the siege and routing the enemy forces. Despite this, the paltry force sent by the Emperor was not considered enough to resist a prolonged conflict and therefore a compromise was reached. The tribesmen would accept Foederati status and allow missionaries to enter their holdfasts, in exchange the Cephalonians would be honor bound to not expand their territories any further. In the decades that followed, there would be many more such rebellions and many more Wittekinds, but eventually the entire region would come under the direct influence of Cephalonia, whose rulers would begin styling themselves Princes and calling the region a Principality. An unforeseen result of these conquest would be the emergence of a native aristocracy that began adopting certain elements of the Adelram tongue and practicing the true faith. One such family was house Liuvareiks, Alaiksandrus I the dynasty's founder left Cephalonia at a young age in order to serve in the Emperor's bodyguard. The Cephalonians were a hardy bunch and promising nobles were often gifted to the Emperor along with the yearly tribute. Alaiksandrus was exemplary in his service and became a favorite of the Emperor, even assisting his highness during a number of campaigns against the northern barbarians. His downfall came when it was found that he'd impregnated a scion of the Stormstrum dynasty, Alaiksandrus and his now disgraced wife were banished back to Cephalonia where the pair returned to a minor demesne. Fortune favors the bold however, and the Liuvareiks' were certainly bold, in time they would earn themselves the title of Prince, through political marriages, wars and intrigue. And when the Empire finally fell, the bold took their chance once again, and why shouldn't they? did the not after all have imperial blood running through their veins?


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Background lore - Brotinnstao - The institutional division of light and dark magic within the Kingdom

587705

It is said that Maegon’s power came from his ability to bring Chaos to heel, and to harness it towards purposeful ends, as well as his ability to establish lasting, productive Order in its stead. These two aspects of Maegon manifest themselves in Brotinnstao through the Magus of Dawn and the Magus of Dusk.

The twin magisters are the Kingdom’s highest magic authorities, as well as aides and advisors to the King and military leaders in their own right. Though the Magi are themselves only masters of white magic and black magic respectively, the Magus of Dawn holds legal authority over all the kingdoms practitioners of positive circle magic, while the Magus of Dusk holds equivalent authority over those practitioners of negative circle magic which are not forbidden from operating.

The twin magister system is an official royal institution, and there must always be a Magus of Dawn and a Magus of Dusk. The mages are expected to find and train their own successors. Contrary to the Magus of Dawn who will often have dozens of apprentices at a time, with one designated heir-apparent, the Magus of Dusk will rarely take on more than a single apprentice. Despite the Magus of Dawn’s greater popularity, prominence and authority within the Kingdom, it is generally accepted that the Magus of Dusk is the more powerful of the two mages.
 
New Heldon - du Vult Manor - Outside Innsgrad
Misery - Date Unknown


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The rain finally stopped come morning. With the first light of daybreak, the curtain of grey clouds began to shatter and devolve into a fine grey mist which blanketed the grassy hills and rocky bluffs of the countryside. It had rained all through the night, and a little pause in the morning was welcomed until it would undoubtedly begin to rain once more come the afternoon. Many wondered if this was a prolonging of the rainy season, or simply one last hurrah before the daily tempests went into hibernation. Never easy to say. The weather could be even more unpredictable than mortals.

Two riders appeared at speed, hurrying over a small hill and down the muddy lane, shrouded in damp cloaks. Inngsgrad was nearly a half-hour away by horse, and the sun had only just risen. The figures galloped up to the front gate of the modest stone manor and dismounted, a footman already waiting at the door and taking the reigns to lead the beasts to the stable.

"The girl is just inside, sir, we must hurry," one of the figures replied, a grim faced half-angel who bore no set of wings, but a slim face and golden eyes. The second rider was a tall pureblood angel, and he had to duck through the entrance to keep the top of his raven black wings from scraping the doorway.

At first the manor was quiet aside from their feet. They hurried through the stout halls and up the stairs, through the main hall and towards the private quarters of the family. A bloodcurdling wail erupted from somewhere ahead of them, giving both men a startled pause before they hurried towards the noise.

"Make room, please! Paulus is here!"

Half a dozen angels and mixed-bloods lingered in the hallway around a closed door. Servants held all manner of goblets of water, and tiny boxes of strong smelling spices. One was holding a stuffed doll that resembled a rabbit, and another was flipping through a thin book of children's tales in search of a certain passage.

"Sir Paulus! Oh, saints, you've made it!" Madam du Vult cried, embracing the man briefly, her husband doing the same as they nearly knocked the man down. Both of their eyes were wet with tears.

"Its Anya, our little girl. She's nearly seventeen and last night she began to hallucinate. She had no fever and we were worried it was... the Misery setting in," Christof du Vult explained, resting a hand on his wife's shoulder to calm her as another low wail emerged from behind the closed door. "We've been able to talk the other children through their episodes, but... its been nearly five hours."

"Christof and I both had painful and troublesome bouts of the Misery when we were younger, myself four times now, but you know how hard it is on children. But Anya... its worse than anything we've dealt with!"

Paulus nodded solemnly. "I understand this is a difficult time for you both, but I assure you I will do everything I can to bring her back to us. Does she still see this world, or the other?"

"The other," Christof whispered. "But she also... doesn't remember this one. Its fully taken her mind. She thinks she is there. This is beyond seeing and hearing phantoms."

There was an uneasy silence now, and Paulus nodded again. "I'll do all I can. I don't know why I've been blessed with an ancestor's voice, but it bestows this duty upon me, and I shall fulfill it always."

Everyone held their breath as he approached the door and slowly opened it. The interior was shrouded in darkness and there was not a single sound, and a servant passed him a candlestick. An unnatural cold began to drift from inside as he quietly entered and closed the door behind him. A candle only provided so much light, and the room was not small. Carefully, he raised the candle high and stepped towards what seemed to be the center of the room.

Lady Anya was sitting in a wooden chair in the pitch black darkness, hands clasping the edges of the seat as she trembled. Her eyes were glazed over and cheeks stained from bloody tears, which had by now stained the front of her night gown significantly. No one had ever bled out from the Misery. Yet looking at her, it seemed a distinct possibility, and Paulus quickly sat the candle aside and knelt in front of the girl. Her face was twisted in a constant state of grief and terror.

"The Aurelian Gate is gone," she lamented to herself, beginning to cry again. "We locked them out. All of them. They're still outside and we left them. How could we have down that? They won't stop screaming and its getting louder."

Paulus let out a low sigh, his own heart fluttering. The story of the Aurelian Gate was a terrible one. One of the most traumatizing moments in their history, and here it was being relived by a child who had yet to grow her full wings.

"Listen to me, Anya. Listen closely to my voice," he finally said, mustering the unshakeable confidence needed for this. "You are Lady Anya du Vult. You are not at the Aurelian Gate. That happened over eight hundred years ago. You live in New Heldon with your loving family, and under the rule of the fair Saint Elise. Listen to my voice, Anya. I want you to take my hands and come back with me to your home."

Anya twitched in her seat, eyes going wider as she stared at him in utter horror, finally perceiving him in her twisted nightmarish psychosis. "N-no... no! Paulus! You were supposed to run! Why did you return!?"

He had talked hundreds out of their Misery in his lifetime, and never had one who was trapped fully in the other world spoke his name. Even those known to him in reality had never perceived him in such a fashion. It was impossible, unless....

I'm named after grandfather... surely that... isn't who she is speaking to. He found that now he couldn't speak as the implication was realized. He didn't know what form of cosmic fate this was, and how it was possible. Lady Anya was trapped in her ancestor's visions, and his appearance to her was of his own ancestor, his grandfather. None of them knew that their ancestors had met, yet alone known each other. He should have been a nameless phantom to her. One trying to coax her back to reality, not a living, breathing figure of the very nightmare which possessed her.

"Anya... listen to me closely. You cannot stay here. This is not where you belong. You must return to your family."

"I can't, Paulus! I can't leave our people to die alone like this! Can't you hear their crying beyond the gate? I must die with them!" She latched out to grasp his hands, shaking violently. "I've condemned them to die here, and so shall I!"

Words began to fill his throat before he even realized them in his mind, as if someone else was speaking through him. "Listen to me, Anya, it had to be done to protect the retreat. Illus and her legion would be lost and we would lose Hildestead. The refugees number over a million and without Illus they would be feed for the Unbeliever's army. The gate had to be closed. It is the only way for all of us, for all of Heldon, to survive. You still have your children and your family. I have lost mine. Go now, please. You musn't give your life away. I will remain to honor their passing, not you. Now go."

Now he could hear the wailing, pleading cries of thousands outside the gate, begging to be let in before the fog reached them and stole their souls away.

"Paulus," she cried out, but she was standing now, showing more life in her eyes as he managed to force her away from the past and back to the present.

"You must go. Now. I'll make the blood offering alone to ease the spirits in their final moments. Now please, save yourself," he urged, reaching to his hip and drawing his dagger. The girl wiped her bloody tears away and began to walk towards the door to the room, still in the trance, but growing ever further from it.

"I will not forget your sacrifice, Paulus." She reached for the door handle and opened it, the light from outside blinding in the darkness of the room. She swayed uneasily on her feet until she nearly fell over, and a dozen hands grabbed at her to steady herself as she broke the tether to the curse. When she looked back into the room, her eyes were full of life. "Sir Paulus!" She called out, but it was to a man of another time.

Paulus sat before the mighty Aurelia Gate, listening to the death of his people outside as the Unbeliever's sorcerous fog closed in around them. So many lives lost in agony so that there was a chance for the others to live. There was no choice but for him to offer his body as a conduit for their souls to escape the unending torment that would await them should they perish to the Unbeliever. He grasped his amulet and placed it on his tongue, prostrating himself in the dirt before the locked gate. When the cries of those trapped outside grew loudest as the killing fog reached them, he straightened up and glanced down at his left arm. Without hesitation, he pierced the dagger into his arm starting below his elbow, and he slid it down to his wrist. With his offering and silent prayer, the spirits would be given one channel to escape through his body to the other side of the gate, and to the afterlife. In exchange, his own life would be lost, as would his very soul as it burned itself out to ferry the weight of several thousand.

He fell back on the hardwood floor, cheeks stained with red tears as his eyes began to grow blurry. Figures and faces began to loom around him, begging for him to stay, but he knew that his duty was fulfilled as it should be. One life to save another. That was the way of things. His father had done that for his mother when he gave his blood to heal her illness, and his grandfather had done it at the Aurelian Gate. Fulfilling the sacred duty embedded in their lineage.

And now, he joined them.
 

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