Endless Dream
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The continent of Lenaios:
Kingdoms of Caledonia: The Kingdoms of Caledonia are a total of 11 Feudal countries that were united under one king several millennia ago. Each country manages its own military and government, however, they are all united under the Rule of the central country/government and king. Caledonia itself is one of these countries, which is how the kingdoms get their namesake. The Kingdoms are a massive landmass which is home to a total population of about 1 billion humans. Technology ranges from early Medival to late Renaissance depending on where you are in the kingdoms. Although its technology is relatively primitive compared to some societies, the Kingdoms are probably the strongest Known faction in the world due to population and their ability to maintain such a population. The Kingdoms and their capital cities are listed below as well as several important details.
NOTE: Calvary denotes Knights in most, but not all instances.
- *Caledonia
- Capital: Lions Watch
- Military Style: Well Drilled Professional Soldiers Supported by Heavy Cavalry and Artillery
- Military Strength: 6.5 Million total men, more available in wartime.
- Economy: Trade skills, Linen Exports, Cotton Fields, Rich Agricultural Center.
- Dricaria
- Capital: Dragons Keep
- Military Style: Professional Expert Heavy Shock Infantry supported by Heavy Cavalry and Artillery.
- Military Strength: 4.5 Million total Men, more available in wartime.
- Economy: Vast Iron Mines, Gunpowder Exports, Obsidian Exports, Stone Exports, Industrial Economy.
- Bratelia
- Capital: Eelry
- Military Style: Large Levy Force bolstered by mercenary companies and Heavy Cavalry
- Military Strength: 500 Thousand professional Soldiers, Levy forces available during Wartime
- Economy: Largely Agricultural with large linen and fishing exports
- Oclolus
- Capital: Armskirk
- Military Style: Predominant focus on Mercenary Armies backed up by heavy Cavalry
- Military Strength: 600 Thousand Mercenary soldier, Levy forces available during Wartime.
- Economy: Large fishing exports as well as Agricultural and Mining exports
- Efrait
- Capital: Sartone
- Military Style: Large Focus on Heavy Calvary supported by yeoman Infantry.
- Military Strength: 300 Thousand Levy soldiers, 60 thousand Knights.
- Economy: Agricultural and fishing Exports.
- Eclain
- Capital: Strealth holme
- Military Style: Small Elite infantry force
- Military Strength: 20 thousand Professional Soldiers, Levy Soldiers available during wartime
- Economy: Mining exports and Some industrial exports as well as agricultural.
- Skiekesil
- Capital: Wolf Water
- Military Style: Large Levy Force Supported by Artillery and Heavy Calvary
- Military Strength: 1 Million Levy Soldiers, More Available during wartime.
- Economy: Mining, Agricultural, Fishing, Timber, fur Exports.
- Bruina
- Capital: Three Rivers
- Military Style: Predominant focus on Militia armies, does not maintain a professional army. Only musters during wartime
- Military Strength: 10 Thousand Knights, Militia armies Vary.
- Economy: Massive Agricultural and fishing exports
- Asten
- Capital: Horndean
- Military Style: Elite Professional Troops Supported by a combination of Traditional and Unorthodox Heavy Calvary and Artillery
- Military Strength: 3.6 Million Men, More available during wartime.
- Economy: Large Timber Exports, Mining exports, Some Agricultural Exports.
- Cloeles
- Capital: Wood Haerst
- Military Style: Levy Army supported by Heavy Calvary.
- Military Strength: 100 Thousand Men, More available during wartime.
- Economy: Mining Exports, Agricultural Exports
- Ethistan
- Capital: Squalles End
- Military Style: Focus on Marine style units, Maintains large naval presence.
- Military Strength: 60 Thousand Infantry, 50 Thousand Marines, 300 War ships, and 700 Transport ships
- Economy: Fishing and shipbuilding Exports
Elhaven: The homeland of the elves. It is separated from the Kingdoms by an ancient massive wall that was built in order to keep early humans from performing raids, or so the rumors say. Although Elhaven is very careful on who they let in, Elves are free to leave and go as they see fit. As such, Elves can be seen in most major ports in the world. Elhaven in itself can be separated into two regions, The sacred woods, a massive sprawling forest where a majority of "Wood Elves" exist, and Elganesh (Literally translating to Homeland), which is where most "High Elves" live. It should be noted that Technically, Elhaven is two governments. One which presides over the Sacred Woods, and a more centralized government which controls both Elganesh and the Sacred woods. The divide in governments exists mostly for symbolic reasons, however, there is some animosity between the Wood Elves and the High Elves in some areas. it should be noted, that due to Elhavens strict policies and their somewhat isolationist perspective that the Inquisition has almost no known presence there. Important details about Elhaven are listed below
- Elhaven
- Capital: Valereous
- Military Style: Elite Professional Army with an Emphasis on Uncanny levels of Cohesion.
- Military Strength: 1.5 Million Soldiers, More Available During Wartime
- Economy: Timber Exports, Mining Exports, Agricultural Exports, Fishing Exports, Trade Goods, Weapon Exports, Armor Exports, Carpentry Exports, Boating Exports, Alchohol Exports
The Sacred Woods also maintains its own Government. ALthough it is still subservient to the Elhaven government as a whole, It does operate with a level of autonomy as well as maintaining its own defensive Military
- Sacred Woods
- Capital: Inalion
- Military Style: Elite Guerilla Warfare specialists.
- Military Strength: 563 Thousand Soldiers, More Available during a Defensive War.
- Economy: Timber Exports, Agricultural Exports, Fur and Game Exports.
Dwarven Holds: To the North of Elhaven and the Kingdoms of Caledonia lies the North reach Mountains where most dwarves tend to make their home. Residing in massive city-states, the most powerful being High Forge, which is situated deep in the mountains. Each Dwarven hold maintains its own governments, however, a council of the most powerful holds comes together to discuss relations between each one and to elect a high king should the previous die. The high king, usually coming from one of the major holds mostly has symbolic power, however, the high king carries a large amount of respect from the others, and as such most other dwarven leaders will go along with what the High King says. Dwarves are technologically advanced race along with the Elves, who share rivalries due to debates on whose crafting is superior. Dwarven craftsmanship, however, is usually of superb quality.
- Capital: High Forge
- Military Style: Elite Professional Army with an Emphasis on Defensive Tactics
- Military Strength: 2 Million Soldiers across all Holds, More available during wartime.
- Economy: Mining Exports, Trade Goods, Weapon and Armor Exports, Gunpowder Exports, Alchohol Exports, Timber Exports.
The Grand Inquisition: The Grand Inquisition is an organization that has existed for several hundred years and came to power through unknown and often speculated means. It's power spread from the continent of Lenaios to Maifest, and some say even further. What the Inquisition claims, is that they hunt down threats that would destroy civilization. Although there isn't much to validate such claims, there have been several instances where the Inquisition has actually done something that could be noticed. In one particular instance, the Inquisition assisted the Order of the Light in taking down a necromancer who was threatening a large city. It should be noted however that the lead Cleric and Paladin on those missions wound up dead shortly after due to unknown circumstances. It is often speculated that all the Inquisition truly seeks is power, however not many know why they hold such power in the first place. In reality, the Inquisition answers to no one and holds its power by a vast network of agents and spies who act as anything from Peasants to the Great Sultans of the Suldari Kingdoms. It's true motives, whatever may be debated, still remain a mystery.
The Order Of Light: The major religion in the Kingdoms of Caledonia is that of the Light. The belief is that several deities uphold the light, and in return, the light grants them their godhood. At its most basic state, the Order acts as a massive clerical order which seeks to spread its religion. However, this isn't really the whole story. The Order maintains a full-time military known as the "Crusaders" which are lead by Paladins and their Paladin orders. The relationship between the Kingdoms and The Order of Light is similar to that of the Medival European petty kings and the pope. Effectively, the Order's agenda is to remain powerful and to spread its religion as well as destroy anything they deem as evil. Although religious freedom exists in the Kingdoms, it is not always as simple as this, and anything the Order Of Light deems as a threat they are allowed to pursue. There are three major Deities that the Order of the Light believes in.
- Androsia - Goddess of Serenity, Wisdom, Agriculture, Healing.
- Aradur - God of Protection, Battle, Justice, War, Knights, Nobility.
- Allgare - God of Fire, Crafts, Law, Order, Peace, Community.
- *Caledonia
The Basics and History: Magic energies effectively exist as raw arcane energy. Some individuals born with magical aptitude began channeling this energy to do various things. Individuals with no magic potential began to get somewhat jealous, as they studied magics but could not use them. In pursuit of magical abilities, this group of people figured out how to attune a standard person so that they could channel magic, however, their abilities tended to require more practice and a lot of academic studies. Those with Magical bloodlines tend to be more powerful, but also tend to be less diverse in their skill set, these people are usually known as Sorcerors to academics. Those who have attuned themselves to use magic energy, Mages, tend to be weaker, but have a wider access of knowledge and experience to go off of and as such tend to know more.
Spells and Channeling: There are effectively two ways to use magic. The most common, coming from mages, is the use of spells. Due to a lack of power, mages tend to rely on ritualistic behaviors such as spoken components, hand signs, and other mental components in order to conjure the desired effects. Advanced mages have the capability of making their own spells which can have simple or complicated effects. Mages do not have to use spells, but most do due to their lack of natural magical potential. Channeling on the contrast is the use of drawing upon raw arcane (Or other energy) and using it by various means, mostly simple. This is how most Sorcerors use magic, as their natural ability allows them to conjure very powerful, albeit somewhat simple effects. To contrast between spells, Channeling would have an easier time summoning a very large fireball, however, should you need a door opened or something charmed then Spells tend to be favorable. For spells, think of Harry Potter, For Channeling think of Warhammer/WH40k or Starwars Force users. It should be noted that Mages can channel and Sorcerors can use spells, these are just the tendencies.
Magic Types: Although Arcane Magic is the most common, there exist other types of magic which have deviated from their mother magic type. Below are the types of magic
Arcane: The most common type of magic, its uses are the most diverse and least focused. It has the potential of creating fireballs, opening locks, enchanting weaponry, etc.
Holy/Divine: Usually coming from a deity, Divine magic is what Paladins and Clerics who have magic abilities use. The difference between Holy magic and Divine magic is a technicality. Holy Magic comes directly from the "Light" (Effectively positive Arcane energy which "Mutated") and Divine which is given through the studious belief in a god, usually one viewed as "Good". Its abilities tend to focus on Healing and Protective Qualities as well as Burning light effects that can be used to damage enemies.
Death: Most commonly associated with Necromancy, Death magic has capabilities involving the dead and death itself. Some of its abilities cause the targets to rapidly decay and fall apart, raise the dead, Surround oneself in an armor of bone, and other similar abilities. Death magic and necromancy are usually shunned upon and the Order of the Light has deemed it "evil".
Blood: Sometimes associated with Death magic, Blood Magic involves the use of drawing power from blood and life. Users of Blood magic have been known to boil their victims blood, summon demons, strengthen themselves to supernatural levels, and manupulate living creatures.
Nature: "Druidic Magic" As it's sometimes referred to, is the application of attuning oneself to nature so that they can commune and manipulate living things. Being able to summon branches, vines and other flora is one of the hallmarks of this type of magic. Communing with animals and beasts, healing arts, and venomous based magical attacks are often abilities a Nature mage or Sorcerer has access to.
Soul: Although viewed as the rarest type of magic, soul magic is often times considered one of the most powerful types of magic. Although unusable by most mages or sorcerers, the Blademaster of the Order of the blade are said to be able to use it through intense meditation and physical training. Some scholars contest this is similar to the Eastern use of "Chi", "Ki", or "Chakra", but in reality it is different. Soul Magic allows a user to bolster their physical attributes by tapping into the inherent magical potential of their soul. Advanced users can unleash torrents of soul fire upon their enemies which physically burn them as well as eroding their soul away. The Blademasters use these abilities to enhance their weaponry so that they have supernatural cutting abilities in particular.
Elves: Most Scholars agree that Elves are the oldest, and longest lived race in the known world. The history of the Elves is shrouded in a long, dark past that they keep to themselves. Biologically, there are three types of Elves.
High Elves: The oldest of the other types, High Elves have a natural affinity towards magic as well as Combat. They're tall and lean muscular features Grant them Strength and Agility which is favorable towards combat and their natural intelligence allows them to more easily become mages. They tend to be relatively tall, standing on average 6'1". Allow the life span of Elves is contested, most elves tend to live to live right under 1000, usually due to disease. Although there are reports of significantly older elves, they tend to be in the minority. High Elves tend to disfavor stealthy options to due their height, however, it is not impossible for them to be sneaky.
Wood Elves: Having lived in the Sacred woods for a long time, the Wood Elves effectively changed genetically, favoring the densely wooded area. They tended to be shorter than the average human, and are usually lean but muscular. Their bodies are well-suited for climbing, free running, and fast movement as well as archery. Fool Generally assume that Wood elves are weaker than humans, however, the draw weight on their bows tends to argue otherwise. Natural archers and hunters, wood elves are often hired as assassins due to their expertise, which allows them a great number of options when it comes to stealth. Wood Elves also tend to gravitate towards nature magic, if they do use magic at all. The Downfall of Wood Elves is that they tend to be uneducated, and although most can read, they are not well informed.
Dark Elves: Although they don't exist on the Continent of Lenaios, Dark Elves are still related to their High and Wood Elven cousins. Having ventured off some time ago, Dark Elves adapted to harsh environments int he mountains of Maifeast. Often times living in underground fortress cities similar to dwarves, the Dark Elves are a militant race which often times uses slavery, or so rumors say. Dark Elves are suited for stealth, as their eyes have developed so they can see in the dark, and their longevity allows them to perfect stealth combat. Dark Elves are also suitable Soldiers, often compared to their High Elven Cousins in terms of quality. Magic tends to be their weak side, however, they do have mages in their societies.
Humans: Humans are the most Numerous intelligent species in the world. Their breadth of experience allows the versatility in what they choose to do if they are given a choice.
Dwarves: Dwarves are often seen as a natural craftsman, and tend to live long lives. The warrior culture that most Dwarves live in also has spread the reputation that dwarves are great combatants, which they are based upon merit. Often able to carry large amounts of weight, dwarves are physically very strong although they tend to struggle in speed due to their short stature. As such, they tend to stay away from sneaking around, however, it isn't unheard of for dwarves to do so. Magically, Dwarves are apt, and can out do most human mages in their breadth of knowledge, however, they tend to fall short compared to elven mages.
Orcs: Originally hailing from a continent to the East, The Orcs sailed several hundred years ago in an attempt to ransack the Kingdoms of Caledonia. The hoard left a devasting amount of damage, however, they were beaten back, with a few exceptions of course. Some of these Orcs were stranded and hid for some time before joining or creating their own small (or Large) Barbarian hordes, usually stealing and pillaging from those around them. Orcs are large, strong, and tough. They tend to get mad easy, although some soft spoken orcs have been noted before. Magically, Orcs look to their Shamans (Mages who commune with spirits for more power) for most of their mystical knowledge, and they are quite competent. Generally seen as primitive, Orcs are looked at as dumb, although they are usually just uneducated.
Halflings: Halflings have existed in the Kingdoms of Caledonia for an unknown amount of time. They tend to exist in small hamlet towns that are effectively self-contained settlements. Halflings are actually one of the few non-human races who are granted citizenship in the Kingdoms. They are sneaky, as their small size allows them to outmaneuver most individuals. They tend to be average in terms of magical ability. In terms of physical strength, they tend to be weaker as their small size puts them at a disadvantage compared to most other races.
NOTES: These are not the only races that can exist. If you have a specific idea or race you want to use, please talk to me about it. I will be updating the race list later a well as the rest of the lore section.
Technology tends to vary, however, it typically ranges from Early Medival to Late Renaissance depending on where you are in the world. Most of the World exists with technology similar to that of the late Medival world, however less sophisticated areas (And more sophisticated) Do exist. Below is a list of specific technological benchmarks which the world has, and how rare they are.
Gunpowder
- History: Although Dwarves would like to claim ownership on this innovation, Humans are actually the first to begin using gunpowder. In very primitive states, they would hurl rocks from large unwieldy metal tubes that would later become known as the first cannons. However, to give credit where credit is due, the dwarves did invent more sophisticated firearms. Cartridge ammunition would later be invented by dwarven Engineers, as well as more efficient loading mechanisms. Strangely, High Elven Tinkerers were the first to use Rifled Guns, however they still are not favored.
- Rarity: Guns are very rare in most cases, and good Guns rarer still. Although the concept of guns is well known about, most peasants knowing the concept of them, their availability is still rather scarce. Although it most major cities one can find a gunsmith or two, they usually charge a high premium for their wares, and more often than not they are not of the same quality as Elven or Dwarven guns. In some parts of the World, Namely on the continent of Opeon, Firearms are used as the standard infantry weapon of choice due to the Availablity of resources.
- Variations: Gunpowder technology has a significant amount of variation within it. Most commonly, black powder muskets are seen, having to be muzzle loaded. There exist cartridge weapons, however in most instances only well equipped professional troops with significant funding are able to field these types of weapons. Dwarves and Elves (As well as other to some extent) Have their own specialist versions of firearms. Dwarves with their Alchemically propelled Firearms, capable of piercing right through a Knights shield and plate, And Elves, with their Arcane Rifles, whose projectile emanates like a white blue fireball spitting from the barrel, capable of melting through most known armor. These weapons are exceedingly rare, however, and in most instance, only the Elite armies in which their namesakes bare are able to field any number of these in their armies. It is said that a Dwarven Alchemical Rifle costs more to own than it does to feed and equip an army for a month.
- History: The history of sophisticated mechanical technology is hard to pinpoint. Most scholars would agree that clock would be invented after guns and that clocks and other similar inventions would be discovered due to experiments to make more complicated guns. After the Advent of simple clocks, more complicated devices would soon come out. It should be noted that Dark Elves had invented Repeating Crossbows and had been using them for sometime before the advent of Guns. It is rumored that Flying boats are being invented by some of the greatest minds in the world, however, there isn't much evidence to suggest this.
- Rarity: While simple machines are common enough, more complicated machines are significantly harder to come by. Clocks are usually only available to those wealthy enough to afford a clockmaker to make them one. Complicated gates and locking mechanisms are sometimes used to fortify the wealthy cities in Caledonia, however, these tend to be far out and in between.
- Variations: Clocks and other similar devices exist in some numbers between the nobility, more as a status symbol. Advanced Water Wheels, Gates, and Manufacturing equipment has been known to exist, however, it is usually only available to the wealthy. Although there are whispers of Ancient mechanical soldiers that inhabit even older ruins in strange parts of the world, most rumors are quickly brushed away as "Stupid Peasant Talk"
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