Places

Izmar

fae4e461a28ead27196cfce260b4c165_by_lenaara-da849e3.jpg



A small nation encased in steep mountains of the Wirint Rise. The entire nation is a large city, divided into various smaller sections by walls, cliffs, chasms, and the like.


The inner circle is surrounded by a semi-circle of a large wall. The wall separates the Inner Circle from the Middle. The wall goes from one part of Wirint Rise and to the other, with only several gates places alongside the wall. The wall is protected by the Warrior Caste, which is one of the few casts that is allowed access to the royal section of Izmar. The inner circle is the most uncluttered, with many parks and squares located within this section of Izmar. Greenery is everywhere, and the architecture is grand.


The royal castle is located within the Inner Circle, as the palace is engraved into the Wirint Rise. The palace goes deep within the mountain, going into the rocks and up, forming a palace of many archways and bridges that are supported by wood in case of a collapse. Within, the palace is secured by many grand doors and brocades, in the case of a rockslide that may occur during the winter times.


Farther from the palace the houses are grand and mostly built into the Wirint Rise or made from the stone harvested from the mountain. Only the nobles with ties to the royal bloodline are allowed to carve a house anew within the mountain, or inherit the house from another noble family.


The Inner Circle also houses several universities and other such establishments where the people of other casts are allowed to reside and study. Apart from that, only nobles and the royalty are allowed residence within the royal section of Izmar. Several casts are allowed entry, but are not allowed a prolonged stay within the inner wall.


The Middle section of Izmar is house to merchants, smithies, tailors, the folk which is considered to be the middle class of the nation. The residences are huddled close together, most buildings carved from one stone, while others share at least two walls. Narrow alleyways connect the streets, which are mostly narrow and only some main streets that lead towards the Inner Gates are wide enough for more than one carriage to pass.


Most of the Izmarian population resides in the Middle section, which was mostly abandoned prior to the Exile. After the Exile was issued, most of the Middle section had to be reworked and rebuilt to house the vastly expanding population.


The Outer Circle is not divided from the middle by a large wall, but rather by a man-made chasm. The chasm is filled with water during the winter times, while during the summer time it is dry.


The Outer Circle is the largest but the poorest within Izmar. Fields cover most of the lands, but those fields are mostly dry and occupied by only several types of grain that is able to be harvested from the poor soil of Izmar. Past the fields are the fishing villages. The fishing villages are the most profitable but also the most dangerous regions of the nation, as the siren attacks are frequent. This gave rise to many Warrior Caste members being assigned to the region in order to defend the inhabitants.


Inheritance and ascension to the throne


The King and the Queen are the ones who rule Izmar. Their immediate children succeed the throne after either the death of the current ruler, or their voluntary passing of the crown to the immediate heir. Gender takes precedence, as a male heir would usually be chosen over a female one, unless only the female heir is present within the royal family.


In circumstances when the current monarch does not have any children within the royal family, their sibling is able to issue a claim to the throne after the death of the monarch. The sibling can be a bastard or a pure blood, but a pure blood will be chosen over a bastard if possible.


In the event when no blood related relative within the royal family is alive during the time of the death of the current monarch, any noble that is able to prove a connection to the royal blood line is able to issue a claim to the throne. The stronger the connection the stronger the claim.


Known monarchs:


King Leonidas the Fifth, Leonidas Ur’Udam Mongke Luu Azdahaag


King Radburn the First, Radburn Ur’Udam Mongke Luu Azdahaag


Exile:


King Leonidas the Fifth had begun to lose his sanity over the last decade of his reign. During the last few years of his rule, the King had issued The Exile as a response to the sudden but steady decline in the population within Izmar. The Exile was a process that allowed the placement of the Mark of the Exiled onto the body of each Izmarian who wished to leave the nation for a prolonged period of time. The leave was allowed to those who wished to work outside the nation during the winter times, and those people had to present the official permit. Without the permit, no one was allowed to leave the nation with the option of a return available to them.


The Mark of the Exiled is an intricate tattoo of enchanted squid ink that is placed onto the middle of a person’s chest between the collarbones. The Mark gradually grows with time until it reaches maturity when the tattoo covers the entire upper chest of the person bearing it. The Mark cannot be removed from the person unless the same shaman who had put the Mark onto the person is tasked with the removal. The enchanted ink fades over time around some areas, but stays on the skin otherwise. In addition, the ink sterilizes the person bearing it, thus not allowing them to have children while bearing the Mark. This was a precaution and a deterrent for Izmarians to leave the nation with the full knowledge that no family could be built outside the nation.


Those who wished to leave the nation had to go through the four Gates within the Wirint Rise. At the gates the Royal Army in combination with the Warrior Caste was stationed, along with the shamans who would tend to each Izmarian who wished to leave.


King Radburn the First had ascended the throne immediately after the death of Leonidas. By the end of his rule the Exile was abolished, as the population had risen to the point of food shortages. However, those bearing the Mark are prohibited from returning to Izmar under the threat of a death penalty by decapitation.


Appearance of Izmarians:


All Izmarians are fairly tall, ranging from 170-200cm. Their skin is olive toned, and most of the Outer and Middle ring inhabitants are more tanned than those who live within Inner Circle. Their hair ranges from black to dusty brown, while the eyes are usually the colour of black, brown, amber, with an occasional light colours such as silver, blue, and grey-green.


Each caste has specific colours assigned to them and specific fashion that the members must adhere to.


Warrior Caste – purples and golds. Hair must be kept long and uncut. Women and men would have to braid their hair, with women braiding the hair into two braids to then be kept close to their heads, while men are allowed to wear a single braid that has to be kept behind their backs. Women are allowed to cut their hair upon marriage, and give their hair to their husband as a sign of good will, family growth, and strength. Afterwards, their heads must be covered with a veil or a scarf. Men are not allowed to cut their hair, but in the event of them losing a battle the braid has to be cut as short as possible by the winner. Exposed short hair of a Warrior Caste member is a sign of embarrassment and humiliation.


Royal Family – reds and white. Hair must be kept long and loose, decorated with various jewellery. It symbolizes their freedom from harsh labour and physical work. Women within the royal family must never cut their hair and display it as much as possible, while taking care of it with various products in order to keep the shine.
 
Riverside

4385ef391f84791bd8522f0dfee2cd90_by_lenaara-da84a93.jpg



Riverside is a nation on the borders of the X river. The nation is formed of six major towns with smaller towns, villages, and settlements in between the borders of each city state. Currently, the largest and most profitable city state is the town of Vellanmar, located at the mouth of the river; it is a harbour town, being one of the main harbours of the continent due to the town’s geographical location, and is a connecting point within many trade routes.


Riverside began to be formed through small villages and settlements. The region was, and still is, well supplied with fish and amber, so the settlements profited from the trade with the surrounding nations. The settlements eventually grew, forming the first towns of Vellanmar, Anderfell, and Larton. At first, in charge were the elders of each settlement, who then formed a Coalition of Merchants which is still present to this day. The Coalition had ruled the expanding lands of Riverside, trading with the nations around and allowing peaceful expanding of land without the provocation of others around.


As the regions expanded, so did the towns. Three more towns were formed, all located along the banks of the river but more inland, forming Clayton, Oslon, and Escus. These towns profited the most from the meat trade, while the other three had sufficient defences and populations to sustain the trade of fishing.


At some point during the construction of the harbour of Vellanmar, the Coalition begun to fall apart. Several members of the Coalition were nobles at the time, their families boasting the nobility which was self-given due to their power and influence within each town. The feuds within the Coalition caused many trade routes to be shut down, as one town refused to trade with the other due to some connection or other between the nobles or the plain merchants who had gained a seat within the Coalition. This lead to each town to rely on its own exports, which led to each of the major towns to assume the position of an independent city state. Each city state would be ruled by a person not connected to the Coalition, but this person would be chosen by the Coalition to assume the position of a Jarl.


Each city state is surrounded by a wall, showing its independence, and the settlements and villages that join the city’s territory willingly are huddled up close to the walls. Farmlands cover most of the Riverside territory, going inland, while the harbours are housing many finishing villages and the like. In addition, each city has its own private army that is mobilized by a Jarl if the need arises. People can freely move between the city states, and so can the private armies as long as the Jarls are notified first and there is no threat of an invasion. As it is, even if there was an invasion occurring by one city state upon the other, each town is able to fend off the invaders and rely on their own food supplies for up to a year without facing food shortages.


The architecture ranges from vast and intricate, to simplistic and small. Vellanmar is a cultural marvel, and shows many architecture styles and structures; the buildings are made of stone and brick, the roads lined with carefully placed tiles and round stones, while the parks are full of greenery and even some exotic plants. The buildings are close to one another, sharing walls, and some are even five or six storey high. This is due to the high population within Vellanmar. Most first floors of the buildings are used as shops, while the upper parts are the apartments and other such living quarters that the common folk use. The nobility, members of the Coalition, and the Jarl and their immediate family, have their own houses and mansions spread across Vellanmar. The port is one of the biggest ones on the continent, and covers most of the river bank’s land.


On the other hand, Escus, the poorest of the city states, is less intricate in its design. The houses are smaller and most are made of wood, with only some of stone and brick. The wall surrounding Escus is also not as thick and high as that one around any other city state.


Bigger city states like Vellanmar, Anderfell, and Larton are well known for their high end brothels. High class citizens would be able to use the services provided in the brothels without an issue and without fear of having a bastard child born to a whore. The reason being that most of such brothels employ Izmarian woman who had been Exiled while it was still practiced in Izmar. The sterility that these women possess makes them well sought after by such establishments, thus they are more likely to be bought from a slaver or other mercenary groups.


Poorer cities like Oslon are more likely to have cheap brothels scattered all over the town. Izmarian women are employed there as well, but barely any are Marked, as there is a common myth that an Izmarian woman is sterile even without the Mark.


Inheritance and ascension to the position of a Jarl


The Coalition of Merchants choose a candidate for the position of a Jarl for each city state. Thus, the position is not inherited in any shape or form. One must show influence within Riverside, connections to the Coalition, and personal contribution to the economy. It is all very subjective, and the Coalition is known to be subject to bribing.


The members of the Coalition are the leaders of the different guilds within Riverside. The existing and major guilds are as follows:


· Merchant’s guild


· Mercenary guild


· Jeweller’s guild


· Tailor’s guild


· Smith’s guild


· Architect’s guild


· Militia’s guild


There are many others, and each has a position within the Coalition, however the position is subject to change depending on the influence of each existing guild. In addition, the members of the higher ranks of the militaries of each major city state hold a position within the Coalition but they cannot take part in the voting for a Jarl of their respective city as it would have an element of unfairness.


Overall, there are more than fifty members in the Coalition at the current date.


Known Jarls


Vladimir Volinskiy of Belsz – the Jarl of Vellanmar


Bai She Suzhen, a.k.a Silver – the Jarl of Anderfell


Enduin Ackerman – the Jarl of Larton


Riverside major towns and hierarchy


Vellanmar – harbour town, thus the richest and most profitable one. Ruled by Vladimir.


Anderfell – next biggest town in comparison to Vellanmar. Ruled by Silver.


Larton – a small town at the end of the river. Ruled by Enduin.


Clayton


Oslon


Escus


Various other smaller towns and villages along the river.


Appearance of the locals


The appearance ranges greatly. Many travellers reside in Riverside either temporarily or permanently, as there is no requirement for citizenship. Many Izmarians work within Riverside upon arrival, either as members of a specific guild or trade union, or as private contractors or mercenaries. In addition, many of other nations choose to live within Riverside due to its geographical location and mild weather conditions.


Thus, the fashion also ranges within the society. The clothes change depending on the season, with more open clothing in summer and much thicker and warmer in winter. The current fashion is simple amongst the common folk and intricate amongst the rich. The poor and the middle class tend to stick to cheaper and thicker fabrics in plain colours, with women wearing long dresses tied at the waist with a belt, their chests covered more often than not, and their hair pulled back and pinned close to their heads, to then be covered with a scarf or any other such headdress. Men wear similar fashion, leaning closer towards comfort than style, preferring browns and blacks. Both genders tend to wear footwear of straw and leather in the summer, with thicker boots in the winter and autumn seasons, usually lined with fur and wool.


The nobility and the upper class society tend to stick towards the expensive materials such as silk. Gold and silver threads would decorate their clothes, and much brighter colours would be preferred over dull grey or browns. Men wear blouses with wide sleeves, a vest of thicket silk over the torso which is set in place with a belt or a similar silk scarf. In addition, men who wear a wide chain or a necklace that goes from one shoulder towards the other and crosses their chest is a symbol of a high class and shows off their monetary influence within the city state. Thus, the more expensive the necklace, the more power one has. Men would also be more prone to wearing a sword or a rapier at their hip, a weapon only there to decorate their overall costume.


Women wear long dresses of silk and other such expensive materials. Jewellery is wide and expensive, mostly made of jewels and gems found outside of Riverside, but some also wear amber despite its abundance within the city states. Those women who wear amber must only do so if the amber has an insect or another such object encased within the stone, otherwise the amber would be viewed as a cheap stone that shows tastelessness and would be viewed as an insult in a polite society.


Headdresses are commonly used within Riverside. They range from large crowns of thick paper from Eprya to thinner circlets from other nations. The headdresses are mostly used by the common folk to shield away the sun, protect their heads from the rain, winds, and snow, and to pull back their hair to allow easier work. The fashion for a headdress appeared only after some Jarls begun to wear them as a symbol of their standing within the society of each city state. A Jarl would wear a specific headdress of the city state, such as a crown of onyx and sylverite within Vellanmar, to a large headdress of rubies and silver within Anderfell. Each Jarl chooses their own headdress upon taking up the job, thus the piece is not passed down from successor to successor.


It should be noted that most travellers choose to wear the fashion of their own nations with Vellanmar. For example, and Izmarian would usually wear the colours of their Caste, irrespective of them being Exiled years before. People of Eprya are most common to wear their own nation’s clothing as the weather conditions are more suitable to their own fashion.


Overall, people with paler skin tones and lighter eyes and hair are most common along the nobility, while those with tanned skin are viewed to be working in the fields and the like. Izmarians are very rare, while Epryans are the most common travellers.
 
full

Crubia_zps2o8pgezj.png
Beasts of Air and Land and FlameCrubia is a land in the midst of a great, vast desert. It has nothing to offer its inhabitants but the traits to survive and persevere through eons of strife and conflict for Crubia has bred the terrifying beasts known as dragons and by extent, their riders. A nation made of conquered people, Crubia has never known peace for long, as is the case for many of those who know it well and live within it. The locals know that the dragon riders may be benevolent one day and may rain hellfire from above the next and are always cautious around their riders. It is a land built on the backs of the scaled beasts and on the backs of the enslaved and it is one that has yet to know when the fire will burn out.
Transparent dragon left_zpsw6a1kkhw.png


Geography​
Crubia is mostly sandy desert, with the main cities located within it rising above the sand on hard stone created by, legend has it, ancient dragons melting their fallen brethren with their breath. The landscape is ever changing around these cities, always billowing and blowing and never staying still. Most of the residents have gotten used to this and settle in the large cities that appear on the horizon. There are ten in total, with Nuru, the capital, sitting in the middle and the others traveling outwards on well known paths like spokes of a wheel.

To the east of Crubia lies a great mountain range where the sight of dark rain clouds can be seen but never felt. Legend has it that the dragons have been trapped on this side of the mountain and turned it to desert because they angered a great god by rivaling his power in terms of strength. In truth, the rainshadow effect is the main cause of the desert land. Beyond the mountains lies more fertile land. The mountains against Crubia itself are somewhat dry as well, with vegetation sparely appearing near the bottom.

To the west is more desert, though it is said that if you trek far enough you will find the sea. The expansion of Crubia has mostly been moving south-west.

Government​
Crubia is a rather democratic state on paper. Each of the nine major cities sends an individual per ten thousand in the city limits, slaves and servants included in the population count, to Nuru. These representatives stay in the capitol to talk about taxes, new laws, and concerning conflicts for about half a great turn or year. The other half is spent in their cities, implementing laws, taxes, and dealing with said conflicts. The Nuru representatives simply stay in the city to do the same. In each city, there is also a commander of the standing army there that works closely with the representatives to deal with trouble and crime.

The dragon riders wield an uncanny amount of influence for people who do not actually participate in governing the people. Dragon riders are the law of the land, as they are often seen as an unstoppable force. As a result, they do not necessarily have to obey the laws and instead have their own code of ethics that they follow.

A rider must never purposefully strike down the innocent

A rider must look after all in their household if they expect to be looked after in return

A rider must never purposefully destroy any property belonging to the masses (public property)

A rider must do their best to remain honorable to the public, which may mean following certain laws and paying taxes.
Social order​
Slaves and servants are at the bottom of the rung when it comes to society and often wear nothing more than simple cotton or linen clothing that their masters give to them. They are required to wear a leather collar around their neck to show their status and if they belong to a house with a sigil, it will be carved into the collar. Most do not live fulfilling or even happy lives. Strangely, being a servant or slave to a dragon rider seems to be the best option.

Most people who perform labor intensive jobs tend to wear simple linen clothing in order to stay cool. They live a life that is not luxurious and spend most of their days plowing fields, repairing buildings, and serving others. Some merchants also tend to live this life as they must wander from city to city selling their wares. They tend to come together at the end of the night if they are working out in the desert to sit around a fire and sing songs of comfort and home.

Mali1974-151_hg.jpg

Those who are wealthier tend to wear garments made of light, flowing silks that are decorated ornately to showcase their wealth and riches. They tend to be government officials or people who have found wealth in jobs that do not usually have any. Most government officials also have house sigils that they put on their clothing and carve into the leather collars around the slaves that they keep.

tumblr_o32uz2qs7u1qm5ly1o3_540.png


tumblr_n6b631Mdxl1s2q2y6o3_r1_1280.jpg

The individuals with the most power and generally considered the greatest are the dragon riders. While they will wear clothing similar to that of the wealthier, they are often seen wearing their armor instead and parading themselves around like puffed up chickens.

tumblr_o9fp0hlVZO1qamg4do4_1280.png


tumblr_o9fp0hlVZO1qamg4do5_1280.png


Art credit here: X

Skin color doesn't decide status too much in Crubia so much as one's material appearance and possessions. The more posh you look, the generally higher status you are assumed to have. The higher your home, the more money and the more dragon riders you have on you side, as it is assumed that you have nothing to fear from the beasts and that they will not destroy your home.

Culture​
The people within Crubia are referred to as Crubians and are generally seen as materialistic and egotistic people. From an early age, an emphasis is placed on being wealthy and appearing wealthy, sometimes more to the latter than the former. If one appears wealthy, raising their head up high and acting proud, they will be assumed wealthy. Even if one is dressed in the brightest and richest garments but still acts like a slave, they will be assumed to be a slave.

The tall buildings that rise upwards are symbols of wealth and fearlessness, as dragon can easily collide or use the as perching places. If one builds a tall home, it is assumed that they either don't fear the dragons or know enough that they have nothing to fear from them.

Crubia culture is centered around their dragons and even though few have them, they are seen as the symbol of the nation and it's true strength. No where else do beasts as brilliant as the ones they keep fly and no where will you find them put to such good use. A dragon is a symbol of status, of wealth, and of courage.
 
Last edited:
full

full


By the people / for the people / with the gods above / and the ones among us
May Vanguard stand
full
Georgraphy​
Vanguard is a rather large nation, sitting well beyond Crubia to the south. It is a large city surrounding a fork in the river known as Tulista, named after one of the oldest and first rulers of Vanguard. On one side of the banks is farmland, where the majority of crops flourish. It is a lush countryside, with many people using the river to water their crops more conveniently. The land is split between many families and there are a few guard towers every few farms in order to keep the individuals there safe. Skilled workers that rely on cotton or other textiles live among the farmers as well. Near the river, fishermen live on both sides, with ports lining the river.

On the other side is the main city, where the land is laid with cobblestone and buildings stretch into the sky. There, most of the merchants and other skilled workers live, alongside priests, the government and royals, and scholars. The landscape is very urban and sprawling and the streets usually wind pass buildings. However, there are roads that are straight and considered the main roads reaching from all corners of the land to the heart of the city in Prosa. Most visitors have a tendency to get lost as a result. On the fringes of the city is more grassland and forest, where hunters usually stake out their claim and their livelihood. Beyond this valley is a stretch of mountain that takes about half a day's ride on a horse to reach.

Because of Vanguard's constantly growing population now that they are not killing one another, they are constantly expanding their borders on both sides of the river and are beginning to fear that they may run into some other city along the way.

Government​
Vanguard has a few nobles within its land. However, these nobles have only their house sigils and wealth to use as power, as there is now a Parliament in place. The Parliament consists of 100 people, from all over Vanguard and its various regions. The main governing body, it creates the laws, levy taxes, sign and create treaties and agreements, and often control the public military. Parliament members are elected every five years and the amount from each region fluctuates as each place must lay claim based on how many people they have to how many representatives they will send to Parliament at the beginning of each election cycle. Parliament is subject to scrutiny from the councils.

There are 13 councils, one from each region of Vanguard. These councils vary from only nine people to twenty-three in Flendburg. They mainly pass pass minor laws pertaining to safety and are responsible for addressing any problems when it comes to taxes, including objecting to any that Parliament may levy against their region if they believe it unfair or that their people may be unable to pay for it. The councils can petition Parliament if they believe one of their legislative calls is incorrect. So long as 9 out of 13 agree to petition, Parliament will perhaps be forced to overturn their earlier decision. Councils can levy minor taxes on wares specific to their region, but Parliament can overrule this if a majority of the councilmen send a complaint to Parliament.

It is generally frowned upon to have a "legacy" seat that a family continues to hold, though some royal families do tend to hold legacy seats.

Regions​
Alemwood
Population: ~100,000
Council size: 10 people
Most commonly found jobs: Hunters, shepherds, herders
Social standing: Generally lower middle-class
Geography: A grassland bordering on a forest towards the eastern side of Vanguard, almost out of the city.
Lifestyle: Because of the grassland, there is very little fertile soil. As a result, most of the people within Alemwood are hunters, leaving for the forests that border their land to hunt down prey. Shepherds and herders are often seen out in the grassland with sheep, cows, and goats. Some have dogs to aid in rounding up their livestock, though most are simply run by families. They usually sell the milk and meat produced by their livestock though some sell the livestock itself to other farmers to use on their farms. Some shepherds that specialize in herding sheep make cloth from the wool, though there are not many.

Brusley
Population: ~75,000
Council size : 9 people
Most commonly found jobs: Fishermen
Social standing: Lower middle-class
Geography: Located on the southern tip of Vanguard along the river, before the ports.
Lifestyle: This region is noted by other merchants as constantly smelling of fish. The people here are usually found working by the river, pulling fish in. Some fishermen focus on fish while others also bring shellfish. Most of the time, they sell their wares to merchants and cooks though some have made a living out of carving necklaces from various shells they find along the river.

Cloni
Population: ~110,000
Council size: 15 people
Most commonly found jobs: Maids, housekeepers, sanitation workers
Social standing: working-class
Geography: Located on the northern side of Vanguard, along the border of the city.
Lifestyle: The closest thing to slums in Vanguard, Cloni has houses stacked on top of one another to conserve space with several people all living in the same building. It is the fifth largest region with the second largest population and as a result, many people crammed into a small amount of space. Most people leave during the day to go to Flendburg, Giore, or Prosa to keep homes for the wealthy. Some work by the ports, sweeping up old discarded trash. Most people in the working-class live here.

Flendburg
Population: ~115,000
Council size: 23
Most commonly found jobs: Merchants, scribes, teachers
Social standing: Middle-class
Geography: City-like and urban, in the midst of the city. It is about a twenty minute walk from the heart of Flendburg to the ports.
Lifestyle: Flendburg is home to the best schools and some of the grandest buildings in Vanguard. Mostly an intellectual hub, the population of Flendburg is mostly merchants that sell to those that come through the city clothes, foodstuffs, and books. Flendburg is also where a majority of the religious leaders live and work, though there are not too many of them. Most of the time, scribes double as teachers in some of the schools in order to spread the knowledge they have garnered to more of the public. Most of the buildings are rather compact and living spaces are relatively small, though most families are only three person and occasionally four person families.

Giore
Population: ~90,000
Council size: 16
Most commonly found jobs: Knights, soldiers
Social standing: Middle-class
Geography: Urban, towards the southern side of the city
Lifestyle: Giore is the military hub of Vangaurd, located near Prosa and in the shadow of the great castle. Giore is the second largest region of all, mostly because a majority of the barracks and training grounds are located within the region. Most knights and soldiers live in Giore and leave the region every day to police the other regions, staying in the smaller barracks there before trekking back. Giore does have some spots to allow the families of the knights and soldiers stay with them, though most knights and soldiers that have families will simply live with their families elsewhere. Giore are where the single or coupled knights and soldiers live.

Icray
Population: ~95,000
Council size: 18
Most commonly found jobs: Merchant, knights, scribes
Social standing: Middle-class with some upper-middle class
Geography: Right along the river, mostly ports
Lifestyle: Icray is the lifeline of Vanguard. It is the port region of the city, running along the river that gives them life. Most people here are merchants, buying wares from the ships that come into the ports and selling them to the general public of Vanguard. Icray employs a few bridges to cross the river and head over to Jaea, where most of the farmers live as well as the largest grouping of knights outside of Giore. Most knights in Giore serve as port-inspectors, checking to make sure all those that come from Icray have the proper certifications and quelling any nasty arguments that the merchants get into. Scribes are required to record the amount of wares and the selling that goes on in Icray and are commonly seen walking along the ports, scribbling down something.

Jaea
Population: ~90,000
Council size: 18
Most commonly found jobs: Farmers, seamstresses, tailors
Social standing: Working class, lower middle-class
Geography: One of only three regions across the river, mostly fields of crops.
Lifestyle: Jaea is a relatively isolated part of Vanguard, located across the river from the rest of the city. It is mostly fields and is the largest part of Vanguard, mostly because of the sheer amount of food it takes in order to sustain the people of Vanguard. Most people are planters, though some are seamstresses that use the wool from sheep that are raised to create cloth. Cotton, milkweed, and hemp are the three most commonly grown fibers in Vanguard and the majority of seamstresses and tailors grow their own crops for their own clothes.

Oding
Population: ~85,000
Council size: 12
Most commonly found jobs: Miners, blacksmiths, metalworkers
Social standing: Working-class
Geography: One of the three regions across the river, Oding is located on the southern side of Vanguard on land that may have once been fertile. There is more dirt than grass.
Lifestyle: Oding is a mining region. The people there are often covered in dirt. Some work as craftsmen, mostly as blacksmiths and metalworkers that make armor and swords for the army as well as creating delicate pieces of jewelry if the miners come up with precious minerals and stones during their time in the mines. Most of the miners dig up coal to use.

Oding itself is a good distance away from the mines where their population works at. As a result, the region itself isn't as dirty as one would expect, though the people who live there have to get up very earlier to make their way to the mines and their various shops.


Prosa
Population: ~30,000
Council size: 10
Most commonly found jobs: Political, merchants, specialized workers
Social standing: Upper-middle class, nobility
Geography: Urban, Prosa sits in the middle of Vanguard on relatively flat terrain covered in stone.
Lifestyle: The very heart of Vanguard, Prosa is where the royal family lives and where Parliament gathers. Every year, the councils make the trek to Prosa to speak with Parliament. The region is rich in architecture and most of the people who live in Prosa are wealthy. The greatest houses and the regal castle of the ruling family are located in Prosa and tower over the rest of the city.

Qinves
Population: ~75,000
Council size: 11
Most commonly found jobs: Craftsmen, healers, soldiers
Social standing: Middle-class
Geography: The third region across the river, Qinves is the one region that seems to relate to the more urban feel of the main part of Vanguard. It is relatively flatland with forests on the outer edge.
Lifestyle: The people that live in Qinves are craftsmen and specialized workers, doing anything from healing to making jewelry. Because they are right by the mines and the farmland, they are able to seize a lot of the freshest crops and the rawest minerals to make their elaborate and fanciful crafts.

Tipha
Population: ~85,000
Council size: 13
Most commonly found jobs: Metalworkers, specialized workers
Social standing: Middle class
Geography: Surrounding Prosa, so urban with towering buildings
Lifestyle: A relatively quiet part of the city, Tipha is where most families live. There are small, thin buildings lining the street that allow many families to live close by one another and some buildings have larger rooms and floors so several families can live in one building together to save space. Most people go to Ulimen to work in the schools or head over to Zirco to work in the various shops available there.

Ulimen
Population: ~50,000
Council size: 12
Most commonly found jobs: Teachers, scribes
Social standing: Upper middle-class
Geography: To the west of Tipha, so fairly urban
Lifestyle: Most people that actually live in Ulimen live near the great libraries and schools that have been built there. Uliment is the intellectual beacon of Vanguard, drawing in eager scholars so that they may browse the extensive library that Ulimen has. Most of the people that live there do not have families and are fairly young, though that does not mean that all are. There are plenty of elderly scholars and teachers that oversee some of the libraries with rarer scrolls and books and instruct at some of the more elite schools.

Zirco
Population: ~65,000
Council size: 12
Most commonly found jobs: Craftsmen, specialized workers, merchants
Social standing: Middle-class
Geography: To the east of Tipha, also urban
Lifestyle: Zirco is full of businesses, whether it be restaurants, clothing stores, trade posts, bookstores, or the like, Zirco is where a lot of trade and monetary exchange happens. Most people that work here work in the various businesses as craftsmen, making the meals or sewing the clothes, while some work as managers. Some are blacksmiths and other metalworkers in their own shops and some are healers that give out their own pieces of wisdom and cures.

Religion​
Vanguard is not a very religious city, given that most there believe that the gods do not have time for mortals as they are enthralled in their own little wars. The main religion, Credisper, is a polytheistic religion that does not demand much of its followers though enforces the ideas of providing for one's own and fighting for what they want. Given the nature of the trading city, there are many other religions speckled here and there.

There are many gods, though there are a few main ones that appear in legend the most.


Vither, god of the Earth
Gender: Male
Represents: The Earth's spirit, laziness, ruthlessness
Offerings to invoke: Crops that are buried within the Earth such as potatoes, precious metals, string and rope
Vither is, among the people, not a popular god. He is the embodiment of the land beneath their feet and is the one that keeps the world intact. Even so, many believe him to be lazy, as the other gods do their part to keep the beings on the Earth alive. Vither is believed to simply laze around the Earth and is believed to get up on some days when the Earth is already cracking apart to put it back together temporarily, though he can be sloppy, resulting in the Earth falling apart again. Even so, when Vither wants something, he can be vicious and ruthless in getting it. For example, he demanded the moon goddess to guard him from her brother in the sky and when she refused, wanting to be with the sun, he chipped away at her form with his magic. As a result, she was forced to comply, though every month she wishes to be with her beloved and sacrifices parts of herself to go be with them. Vither always returns these parts as he deems her useless when not at full power.
One day, when the god of water refused to expand across the Earth due to the fact that he believed that the people living on the earth would be killed by a sudden flood, Vither violently ripped the world apart, forcing the god of water to obey. Vither eventually stitched the world back together when the goddess of the sky forced him to.
Few go to Vither for anything and most only see him to ask for an enemy to be struck down by a lack of motivation.
People who are lazy are often believed to be cursed by Vither and are to be avoided at all costs.

Riagi, the sun god
Gender: Agender, they/them
Represents: The sun, bravery, faithfulness
Offerings to invoke: Plants that are green, amber, golden metals and crystals, rings of marriage, blood
Riagi is one of the more popular gods to call upon, as it is believed that they are the first guardian of Vither and all that he keeps together. Riagi is believed to watch other the Earth and all that happens over it and is believed to have given the first humans life and granted Vanguard its optimal land. Riagi remains Vither's guardian even after all this time and Vither's many questionable actions, like ripping the earth apart in fury or taking the moon goddess for himself and torturing her to keep her with him.
Riagi disappears into the night in order to fight off any spirits that are coming for the earth and for Vither, the worse of which comes in the winter. Those monsters are believed to come from the god of the dark out of revenge and a desire to make all the humans on earth his minions.
Riagai is often called upon before a battle or war in order to bring luck and inspire bravery in the troops. They are illuminate the path to victory quite literally and shine bright on days of good fortune. On the longest and hottest days of the year, a celebration is held in honor of Riagai and on the day after winter is over, a celebration is held in order to congratulate Riagai on fighting off the spirits.

Sapita, the moon goddess
Gender: Female
Represents: The moon, romantic love, devotion, bravery, strength
Offerings to invoke: Water from the moonlight, pearls, pale metals and crystals, birds
Sapita is largely associated with romantic love, as she is often seen as Riagi's true beloved that can never be together with them. She is largely seen as the guardian of romantic love and during the winter months, when the sun god is off fighting demons from her brother, she will watch over married couples in the night to ensure that her brother will not destroy their marriage or happiness and protects the Earth god from her brother in the dark of night, when he is most powerful. In winter months, marriages take place at the break of dawn or dusk in order to avoid fully exposing themselves to Sapita's brother but keeping her nearby nonetheless. She is widely considered the strongest of all the gods, as she has to fight in the night, when her brother's power is at its height.Sapita is called upon before battles and war as well in order to lend strength to the troops and lead them to victory. She is believed to bless those who attack at night as they would fight under her watchful eye. She is called upon during wedding ceremonies to make the couple as happy as possible.

Enreus, god of War
Gender: Male
Represents: War, the dark, demons
Offerings to invoke: Blood, weapons, skulls, candles
Enreus is painted as the villain among gods, always hungry for more powers. He intends to conquer the day and make the night the only thing in the universe. He is thought to be the creator of demons and invokes war in order to cause more strife and make people weaker in order to conquer them all more easily.Even so, Enreus is called upon when the royal family declares war, to spare them of strife and instead send it to their enemies. Whether or not Enreus listens is not commonly known, though some priests claim to be able to tell what he is saying and where his blessing is gone. However, due to the fact that he is so closely associated with demons, most believe that those we can hear him are demons themselves, come to earth to speak his plan and usually avoid them. Killing demons of Enreus, however, is looked down upon as it is believed that a dead demon will summon many more in order to replace the deceased.
Enreus fights the sun god and the moon goddess in order to get at the Earth and capture all the humans as his slaves. During the winter, when the nights are longer and colder, his strength is greater and the sun god will leave in order to fight him more often. The moon goddess fights him every night, when his power is strongest and will often take parts of herself and give them to the god of the Earth in order to be beside the sun god in order to fight off Enreus better.

Osla, goddess of the Sky
Gender: Female
Represents: The sky, victory, peace, magic
Offerings to invoke: Precious metals, feathers from hawks, grains, wool
Considered the most powerful deity of them all, Osla is one to be reckoned with. She believed to be the only one that has any control over the god of the Earth and was the one to make Vither stitch the world back together after ripping it apart. Her magic comes from the sky itself and the light in the sky. It is believed that if she appears after a battle that it means the war will be won in favor of Vanguard. However, if the sky is not clear, it is believed that Vanguard will have to struggle to win or may even loose.
She only ever shows the full extent of her powers in a crisis and can be quite fierce when one arises. She is known to be able to twist other gods into doing her bidding by twisting the sky around them and using her magic to torture them. Osla is believed to be strong enough to wrestle with Enreus himself and as she is the sky in the light and he is the night, she often aids the sun god in fighting off Enreus when he intrudes upon her domain. Her powers manifest in rainbows, as they are the combined colors of light.
Because of the fact that she is considered the most powerful of all the gods, she is called upon to lend her power to the royal family whenever a new child is born in order to instill within them a sense of duty and honor. Because she represents peace, it is hoped that if she blesses a child, they will lead Vanguard through a period of peace. Her blessing often comes in the form of a clear day after a child is born or a hawk passing overhead on one's birthday.

Riius, god of Dirt
Gender: Agender, ze/zir
Represents: Dirt, fertile soil, desert, minerals, rocks, familial love
Offerings to invoke: Crops, especially those from the ground itself; minerals, especially those red in color; cows
Riius is believed to be a quiet god. Ze is the ground itself and is always present, no matter what. Ze grants farmers that are respectful to zir fertile soil, and curses those that are rude or cruel to their family. Riius and the god of water work together to keep humans alive by providing the most important things to them; food, water, and minerals to build shelter with.
Riius shares a very close relationship with the god of water and as a result, the two are very close. They are not usually depicted as lovers and are instead seen as either family or friends, bound together to work together and create a better place for humans. Riius is generally considered the one that puts more emphasis on family and is the guardian of happy ones. Whenever a couple celebrates the first birthday of a child, a cow is sacrificed and eaten in hopes that Riius will deem the family worthy of happiness and good fortune. Sacrificing a cow for happiness has fallen out of favor with most social groups, though farmers continue to do this in hopes that Riius will make their crops grow better each year.

Ulios, god of Water
Gender: Male
Represents: Oceans, rivers, streams, lakes, any body of water, love between friends, platonic love, protection
Offerings to invoke: Fish, water (though only after being used in an oath), bones of sea animals, chickens
Ulios is a fierce and relentless god, as demonstrated by his relentless pounding of the seas and oceans as well as the fact that he carved the river that runs through Vanguard. He is commonly depicted to be standing up to Vither for the god of dirt when Vither unfairly punishes zir by ripping the Earth apart. Ulios is believed to be the ultimate protector, as water is necessary for all things to live and therefore flourish. He is, therefore, the protector of life.
Ulios has fought with the god of the Earth many times over the years. Ulios hates the fact that the other gods have to work so hard while Vither simply sews when he feels like it. As a result, whenever Vither asks of something, Ulios refuses to do it until Vither does something for them in turn. Vither often throws a fit but ultimately caves, especially if Osia gets involved. The only time Vither defied Ulios was when he demand Ulios expand across the landscape in order to make his sewing easier. Ulios was concerned for the safety and health of all the beings on land and in response, Vither tore the Earth apart.
Ulios and Riius are depicted as very close though hardly ever as lovers. Ulios represents love between friends or platonic love and his ferocity is derived from his love for the other gods, save for Vither, and his desire to protect and nurture them. When two friends make an oath to one another, it is commonplace for them to call upon Ulios to solidify the oath. Water is usually poured over the hands of the two taking the oath in order to grant this blessing.

Torbuh, god of the Hunt
Gender: Male
Represents: Hunting, blood, death, animals
Offering to invoke: Pelts, bones of hunted animals, an object that belongs to the deceased
Torbuh is the god of death and the hunt as these two things are seen as closely tied together. Before a hunt, Torbuh is called upon by using a pelt from a hunt prior and asking him to bless the hunters with good fortune so that they may succeed that day. Torbuh, if he approves of the hunt, will send out animals to be hunted down. After the hunt, it is in good form to thank Torbuh for granting a good hunt by skinning an animal and leaving the bones behind so Torbuh may bring the animal back or lead it to the afterlife.
Torbuh is the god that watches people as they die and leads them to the afterlife, though he does not live there. His siblings, the god of the cycle of life and death is instead in charge of the afterlife.
Torbuh is prominent in the life of hunters but not many other people. As a result, hunters are very faithful to Torbuh and believe him to be their patron god.

Actune, god of the cycle of Life and Death
Gender: Fluid, all pronouns used
Represents: The underworld, the passage of time, the cycle of life and death
Offerings to invoke: The body of the deceased
Actune is not often called upon or mentioned, as they remain in the afterlife, kept quite busy by their role as the one to keep the cycle of life and death spinning. Whenever someone is brought down to the afterlife, Actune sends them through a trail in order to see what their personality truly is. If they are corrupt and twisted, they cast the being into the darkest pits of the afterlife to crawl out of, tormented by the errors of their ways. If the being repents or manages to crawl out, Actune will send them on their way to live in the fields of the afterlife. From there, some people who grow tired of the afterlife are granted the opportunity to leave and be reborn. However, they must go through another set of trails to show that they are worthy of walking on the earth once more. Those that are not worthy are sent to fight beside the sun god and the moon goddess for an eternity to become worthy. Afterwards, they are put through the trail again and if they are worthy, are sent to walk the earth again and if not, they are sent to fight again.
Actune does not interact with the other gods much except for Torbuh. Torbuh and Actune are usually seen as siblings and the two are sometimes depicted as working together to keep the cycle of life and death going.
They are sometimes seen as the patron god of embalmers as the body of the deceased is usually prepared and buried or burned by embalmers and they are therefore the closest to them.
Actune is usually prayed to after a loved one has passed away in order to ensure that Actune will give them a just and fair trail.

Yla, goddess of Military
Gender: Female
Represents: The military, soldiers, knights, parents
Offerings to invoke: Blood, bones of the enemy, the smoke from the flag of the enemy
Yla is the guardian of Vanguard's military. There is a shrine to her in all of the barracks and before soldiers go off to war, they are expected to pray to her for safety, honor, victory, and glory.
Yla has participated in wars among the gods and is usually depicted as being the one that wins the battle for the side she is on. Yla is also seen as a fierce protector as well, as she protects those that keep Vanguard its own safe nation. Therefore, her protection extends to parents, who are expected to do everything in their power to keep their children safe. If a parent fails to do so, Yla will curse them to have bad luck for shunning their children.
Yla is seen as a caring and strong individual, as she will only fight for causes that are just and worthy of her strength. Because she is the only god to have been on the winning side of all wars, she is highly regarded by all and is seen as having great honor and glory. Royals will often pray to Yla that they are doing something worthy of her time and respect and it is believed that if one burns the flag of the enemy, the smoke will reach Yla and she will send victory.

Febenta, god of Metal
Gender: Fluid, he/she
Represents: Metalworking, metal, minerals, armor, weapons
Offerings to invoke: The armor of the enemy, the weapons of the enemy, smoke from burning coal, smoke from burning wood
Febenta is arguably the patron god of the blacksmiths and the metalworkers. She is commonly depicted to be the one that is constructing the armor and weapons of Yla and the two are sometimes depicted as lovers, though more often as simple friends.
Febenta does not usually fight in wars, instead choosing to stay behind and craft weapons and armor for the other gods to use. This is seen as just as honorable and important as actually fighting, as without a metalworker or blacksmith to craft weapons and armor, the other gods would be defenseless and possibly loose. Febenta is regarded as highly important when it comes to war and most metalworkers and blacksmiths have an image of her in their workplace and some have a shrine, praying to Febenta that the equipment they create is worthy of her praise.

Loohr, goddess of Medicine
Gender: Agender, they/them
Represents: Medicine, healing, health
Offerings to invoke: Flowers, incense, burning rope, holy water
While Vanguard is very deeply entrenched in the belief that all should be ready to fight for their kingdom and focus a lot on physical strength, the kingdom also acknowledges the importance of a community of people that are skilled in other things like healing. Healers are almost in constant demand due to Vanguard's tendency to get into fights and the general rowdiness of a large kingdom. As a result, Loohr is often prayed to by many in hopes that they will inspire more people to go into the trade.
Loohr is the patron goddess of healers and a painting of Loohr healing the god of the sun and the goddess of the moon after a war with the god of the night can usually be found in every hospital, symbolizing Loohr's great responsibility in keeping the other gods alive so that they might fight and protect humanity. Many who begin on the path to be a healer or physician go to a temple for Loohr and pray that they might guide them to great knowledge.
Loohr has a patron flower known as the enople flower. It is purple in color and has a sweet smell and is often used to bandage up wounds and splits. It is known to aid in speeding up the healing process.

Purbuk, goddess of Knowledge
Gender: Female
Represents: Knowledge, curiosity, imagination, power (through knowledge)
Offerings to invoke: Bear pelts, wolf pelts, feathers from ravens
Purbuk is the guardian of knowledge and the thirst for it. She is often found in school buildings, standing before the other gods telling stories. She is the greatest strategist of the gods and is often used to aid in planning out strategies in order to win. She and Yla are usually on the same side, though it has been shown that Purbuk has lost wars before due to sometimes being reckless and craving more knowledge and power and aligning herself with the wrong side in order to gain something from it.
Purbuk is, however, considered to be a great goddess and is usually prayed to by scholars. It is believed that she has vast stores of knowledge scattered across the globe. Bears, wolves, and ravens are her patron animals as ravens are often seen as the most intelligent of birds and bears are seen as fierce and powerful as well as crafty. Wolves are thought to be Purbuk's children, created on the planet in order to show humans how successful one could be in a pack.
Purbuk does not give out direct blessings and instead gives hints for people to find the knowledge that she has so carefully hidden. Purbuk does this in order to ensure that those who pursue her knowledge are the ones that are doing so to learn more and better humanity rather than doing it for power.

Traditions​
Burials
If someone dies in battle, they are taken to an embalmer after the fact where there bodies are covered in an oil made of crushed flowers and plants before they are wrapped up in rope made from more plants and buried. The reason why rope is used is so that it degrades in the earth and the body is able to return to the soil from where it came and contribute to Vanguard, even in death.
If someone doesn't die in battle but instead dies within the city, their body is mourned over for about a day after the oil is applied to them before the embalmers cover them in the same rope and bury them. Most families have plots for their loved ones and the royal family has an entire tomb where the body is kept for a week before it is taken out and buried in the fields.

Weddings
Weddings are major events in Vanguard. Entire communities will come out to celebrate a wedding if they are small and all weddings, no matter how poor the bride or groom, are huge events. Communities come together to buy food such as large turkeys, chickens, whole cows, seafood, pastries, vegetables, and many more. Weddings are usually held in a house and are confirmed when they make an oath to one another. Some make an oath to Sapita as well. A wedding will be officiated when the pair exchange rings and at least three witnesses confirm this.
The wedding is then reported to the council, who will mark it down in their books and the celebrations usually begin. Depending on how wealthy the wedding goers are, these celebrations range from a simple feast to an elaborate parade and dance.
Strangely, the nobility tend to keep it mild, with a simple and fairly private celebration and a public announcement the next day.

Holidays
There are few holidays that the entire kingdom celebrates, due to the sheer vastness of it and the diversity of people within. However, there is one that is almost always celebrated as an overall holiday: the Yearly Bringing, their interpretation of the new year. On the shortest day of the year, the entire kingdom turns out to each of their region's main hall to feast and dine together, as well as light fires and sing songs to keep away Enreus. Each region has specific ways of celebrating the Yearly Bringing, but there are some customs that are similar.
The celebrations almost always consist of sacrificing animals to the gods in order to allow them to feast alongside humans. Sometimes, these animals are cooked and consumed by the people while some regions bury them in the ground in order to allow the gods to feast alongside them. Bonfires are always lit and the entire city seems aglow. Vanguardians believe that Riagi will see the light from their kingdom and realize that they have support to continue their fight against Enreus.
The Yearly Bringing is not only a celebration of the new year and a sign of support to the gods, but also a day and night to plant and sow the seeds for another fruitful year. Some regions go down to the river and throw the bones of fish and the shells of various sea life back into the river in order to allow the creatures to be reborn. Similarly, bones of hunted and pasteurized animals are usually buried back into the ground in order to be reborn. Farmers may throw the peels of their previous crops out into the field to hope that the next year the crops will grow larger and stronger while merchants and other craftsmen will burn candles and incense in hopes of cleaning the air of old bargains and grudges in order to have a better trading year.
 
Last edited:

Users who are viewing this thread

Similar threads

Back
Top