Baconhands
The Traveller
The Nineteen Islands constitute one continent that spans the known world. Explorers who have tried to venture east and west have either found themselves back where they started, sunk, or otherwise lost. It houses many biomes that have been erratically altered; where the blood of the Aspect Dragons fell in the Dragon War, the climate shifted dramatically. Hence, frozen tundra has been found nearer the equator than some more temperate climates, for example.
The world is occupied by five civilisations: the Empire of Alba, Volk, the Commonwealth and its colonies, the Phoenix Kingdom, and the Sapphire Isles.
In all of these nations, the sexes are considered equal. The technological level is around that of the early Renaissance, though there is a distinct lack of gunpowder.
- The Empire of Alba
- The Commonwealth
- The Phoenix Kingdom
- Volk
- The Sapphire Isles
- The Commonwealth Colonial States
Capital: Mott Maíad
Demonym(s): Alban (catch all term)/Faelún/Eyrish/Ynn-Amyran
Population: 15,256,000 (Estimate as of 820ADW)
Government: Federal Constitutional Monarchy
Language(s): Common (regional dialects)
Current Head of State: Empress Keira Maíad-Faelaan
Currency: Crown (copper, silver, gold)The Empire of Alba traces its roots back to the County of Sal Maíad, a small realm that controlled a portion of the south-east of the island of Alba. In 451ADW (After Dragon War), Aden Maíad inherited the county and a year later, he married the Countess Keira of Noc’Oir. Through intrigue, guile and conflict, the pair united the island over a period of twenty-six years and proclaimed the Kingdom of Alba.
Their descendants inherited their knack for intrigue. Marrying into the royal house of Faelún and eliminating all other claimants to the throne, they thus brought another kingdom under their thumb. Eyra soon fell under the control of this new union and an Empire was thus proclaimed. Seeing the inevitability of their conquest, the Two Duchies swore loyalty to the expanding new Empire, establishing its current borders.
This is not to say that Alba’s history has always been easy. Eyra and Faelún have fought for their independence on several occasions, Volken ships have plundered the lucrative coastline of Alba many times, and the Commonwealth and the Phoenix Kingdom have had their fair share of battles with the Imperial Navy and Army. This volatility led to the establishment of the Royal Council, by which each member was equally represented by occupying two positions, though, notably, the power of taxation still lay with the Alban Council of the Many.
The Empire has always endured and it always will. For the Maíad’s will never let it fall through any means necessary.
- 621-660ADW: The Empire of Alba fights a series of wars against the Commonwealth and the Phoenix Kingdom for control of the central island. The island nation of Volk intervenes in the last war, providing a decisive victory for the Commonwealth
- 673-675ADW: The Faelún-Eyrish War for Independence. The rebels are defeated but do manage to get some concessions from Alba after the Commonwealth threatens to intervene. All constituent nations must be represented equally in the Royal Council
- 710ADW: The Succession Crisis. Laws are amended to allow for women to succeed with the same rights as men across all three Kingdoms of Alba. For all intents and purposes, the sexes are now considered equal in all aspects of life in the Empire.
- 715ADW-720ADW: Decades of raiding by Volken forces lead to a full-fledged naval war. It ends inconclusively
- 730ADW-750ADW: Alban and Phoenician expeditionary forces clash on the Forgotten Island. When the Commonwealth invades the Phoenix Kingdom, the Phoenicians withdraw
- 751ADW: Ynn-Amyr request to become a vassal state of Alba. The Empire accepts
- 790ADW: The Empire and the Commonwealth send a joint expeditionary force to the Forgotten Island to map out its interior. After three months, the expedition is declared lost
- 790ADW-820ADW: Independence factions spring up across the Empire. The Empire turns its attention inwards to try and improve stability
Capital: Mott Maíad
Demonym: Alban
Monarch: Empress Keira II Maíad-Faelaan
Rolling green hills, acres of arable farmland, a temperate climate, and politics united under one family and a single strong leader has led to Alba becoming the most stable kingdom in the Empire. Of the eight counties that make up the kingdom, five are directly administered by the Empress and her advisors, while the other three continue to be administered by branch families of the Maíad dynasty. It is known that the Maíad are lineaged of Tamsus, the Aspect Dragon of Darkness.
Some powers have been shared with the masses, and the peasantry and minor nobles are represented through the Council of the Many, a body with limited powers to control and collect taxes on behalf of the Crown across the entire Empire. The Council is elected every ten years.
A professional military exists, if only to intimidate the populations of Faelún and Eyra into submission. It is led by the nobility and often exercises with the militaries of the other kingdoms of the Empire.
On the royal council, the positions of Chancellor and Spymaster must be citizens of Alba.
Demographically, Alba is majority human, though sizeable minorities of elves, dwarves, and halflings have made their homes in the east, south, and west respectfully. Small communities of dragonborn and other humanoids exist throughout the kingdom though they are generally isolated.
Capital: Faerán
Demonym: Faelún
Monarch: Empress Keira Maíad-Faelaan
Forests, highlands, lowlands, and lakes make up the kingdom of Faelún. A kingdom divided politically between support for the Alban monarchy and independence, the Faelún nobility have been known to declare blood feuds to weaken the support of the opposing faction by eliminating significant threats through perfectly legal means.
Blood feuds are an ancient rite. Should a feud be declared between two families then, for all intents and purposes, a state of war exists until one of the families submits or until one of the families is wiped out. To this date, only one family has been wiped out in a feud and their names and history have been erased from all records.
Though a professional military exists, it is notably the smallest of the five constituent nations that make up the Empire.
On the royal council, the positions of Steward and Archmage must be citizens of Faelún.
The citizens of Faelún are predominantly elves. Humans make up a significant minority and can mainly be found in the west, with minute communities of other humanoids spattered around the coast.
Capital: Sut Maíad
Demonym: Eyrish
Monarch: Empress Keira Maíad-Faelaan
The Kingdom of Eyra has been a thorn in Alba’s thumb since it was annexed into the Empire. Though nominally an equal part of the Empire, Eyra boasts a fiercely independent identity that has been fostered by years of political agitation from the Nine Ruling Clans as well as innovations, cultural and technological, that has placed it somewhat further ahead of the curve compared to the other members of the Empire.
Where Albans might enjoy ale and beer, the Eyrish love wine and gin. The Faelún might have blood feuds, the Eyrish have duels. Its population is united in its devout worship of the Aspect Dragons, with a special focus on Zalvaris and Selta.
This is not to say that Eyra has been free of mass infighting – indeed, the reason it became part of the Empire was because some nobles invited the Kingdom of Alba to invade in order to resolve a succession dispute that had broken down into a civil war.
Protected by marshes to the northeast and sheer cliffs to the west and south, Eyra has always placed its resources in its navy and has been the source of the Empires naval power for decades. Its army is renowned, however, for its employment of skirmishers and its use of guerrilla tactics.
On the royal council, the positions of High Priest and Emissary must be citizens of Eyra.
The citizens of Eyra are the most diverse of all the Empire. Dwarves, humans, elves and halflings make up about two thirds of the population, while the rest are equally divided among other humanoids such as dragonborn, tieflings, and tabaxi.
Capital: Gowasea
Demonym: Ynn-Amyran
Duke of Peace: Vala Ynn
Duke of War: Ren Amyr
The latest territory to join the Empire, the Two Duchies have enjoyed nominal autonomy from Alba. A country of two biomes, plains make up the north-west while mountains cover the south-east of the country and are notably out of the control of the Dukes. A cabal of sorcerers controls the mountains, and attempts to pacify or integrate the region have been met with enormous resistance from the locals.
The people of Ynn-Amyr are practical people that are slow to anger and conflict. They oft search for the path of least resistance, for conflict brings death and death is the only uncertainty in their view. That being said, witnessing the fury of any one from the Two Duchies is oft comparable to witnessing that of a storm’s, and few can truly withstand the wrath of an Ynn-Amyran scorned.
Ynn-Amyr is governed by two dukes, one that oversees domestic matters, and one that oversees foreign ones, including war. Due to this diarchy, the positions filled on the Royal Council of the Empire by Ynn-Amyran are the Martial and the Scribe.
Ynn-Amyr, demographically, is mainly made up of dwarves, halflings, humans, and elves.
The Commonwealth is a Confederation of twelve small states who have joined together to face down larger threats. Though nominally independent in many fields (each state has their own form of government, their own military, and their own customs and traditions) they are united by a singular currency, language, and a common history of military cooperation that dates back to the late fourth century ADW. This is not to say that the citizens are wholly united, however, as many identify with their home state, rather than the Commonwealth at large.
Capital: Gold Harbour (Rotates between the constituent states of the Commonwealth each year)
Demonym(s): Fenn/Consul/Iron Forged/Norgardian/Venités/Yuron/Silver Born/Lumian/Unionists/Watchers/Brettonian/Arborian
Population: 17,540,300 (Estimate as of 820ADW)
Government: Confederation of semi-independence states
Language(s): Common (regional dialects), Mercentile
Currency: Lira (copper, silver, gold)
The Commonwealth has a long running rivalry with its neighbour, the Phoenix Kingdom, and this militant nation played a key role in the unification of the first seven Commonwealth states. Its first two centuries was plagued by devastating raids from tribal civilisations to the North, which prompted the Northern Crusade, resulting in the incorporation of the Yuron and the Fenn. Following their break away from the Phoenix Kingdom, the Watchers, Bretton, and Lumia joined the Commonwealth, forming the mainland’s modern borders.
The colonies are a source of immense pride for the people of the Commonwealth and have been since their founding over 150 years ago. Many raw resources have left the colonies for the Commonwealth, and relations with the native peoples have varied over the years but have been stable the last couple of decades.
While the Commonwealth has faced turmoil from within and without, it has endured due in part to its diversity: the traders of the merchant republics, the military leaders of Arenthor and Norgard, and the priests of the Haven, among others, have seen the Commonwealth through almost every hardship and they will continue to do so as long as the means justify the ends.
- Recent History
- The Platinum Consulate
- Arenthor
- Norgard
- The Haven
- Silverun
- Arbor
- The Union
- The Fenn
- The Yuron
- The Watchers
- Bretton
- Lumia
- 621-660ADW: The Commonwealth fights a series of wars against the Empire and the Phoenix Kingdom for control of the central island, known as the Wars for the Aspects Eye. The island nation of Volk intervenes in the last war, providing a decisive victory for the Commonwealth
- 643ADW: Long term colonisation efforts made on the Aspects Eye, with each Commonwealth State gaining a colony modelled on it
- 683-728ADW: Following a devastating raid that reaches all the way to Arenthor, the Commonwealth’s armies march north. Over four decades, the armies root out and subjugate all the raiding tribes, resulting in a peace treaty that unifies the tribes and forces them to join the Commonwealth as the Yuron and the Fenn. This earns King Barbarossa of Arenthor, who commanded the armies of the Commonwealth, the title ‘The Bloody Handed’. The conflict becomes known as The Northern Crusade
- 749ADW: The Commonwealth, upon hearing of the persecution of non-Sendrin lineaged, invades the Phoenix Kingdom. The war is quick and a complete victory, resulting in the breakaway of the Watchers, Bretton, and Lumia. They are essentially vassals of the Commonwealth
- 776ADW: Following a joint petition by the colonial governors, the Commonwealth grant the colonies their own legislatures. The colonies become de facto states of the Commonwealth, though they have no representation on the Council
- 783ADW: The Watchers, Bretton, and Lumia join the Commonwealth
- 790ADW: The Empire and the Commonwealth send a joint expeditionary force to the Forgotten Island to map out its interior. After three months, the expedition is declared lost
- 801ADW: The Platinum Consulate agrees a migration treaty with Volk
- 813-815ADW: The Commonwealth, citing Phoenician raids into Lumia, invades the Phoenix Kingdom. While initially making good gains, the war quickly becomes a stalemate. The war ends in a white peace, with no permanent gains by either side
- Summer, 820ADW: Aurora, the capital of Norgard, is besieged for two weeks by a First Born of Olikah named Asclepion. The dragon commands lizardfolk, kobolds, drow elves, gnolls, hobgoblins, and githyanki. The defenders are able to hold out long enough for reinforcements to arrive, but the city is devastated when an undead plague ravages the population from the inside; several members of the Regency Council are declared missing. The presence of undead is made a state secret
Capital: Gold Harbour
Demonym: Consul
First Consuls: De Rondell family
The economic heart of the Commonwealth, the Consuls are a vigorous, diligent, and diverse people that struggle to turn down what they perceive to be a good deal. The creators of the language of commerce, Mercentile, the Consuls have been blessed with easy access to the sea, a significant number of natural harbours, and rivers and canals that have granted them many trade partners within the Commonwealth.
An oligarchic republic, it is the three wealthiest families that can stand for election to become the First Consuls, the executive branch of government. This position is chosen every other year on the Summer Solstice, and is elected by every citizen in the Consulate over the age of twenty. The two losing families form the Second Consuls, who ensure that the elections go ahead every other year. As of 820ADW, there has never been an election where the same three families have been eligible to become the First Consuls.
It is rare for a Consul not to flaunt whatever wealth they have. Regal and bright colours, such as purples, reds, and golds are frequently seen throughout the Consulate. This is not to say that Consuls are beyond helping the poor and needy, as they see it as a way of circulating money through the economy through the purchase of ‘simpler’ products.
The Consulate does have a military, but it is small. Its navy is notable, for it has to protects its merchants; however, the army mainly exists on paper. As of recent decades, the Platinum Consulate has simply paid for others to fight its wars. Its army stays home and keeps the peace.
Demographically, the Consulate is home to almost equal amounts of all kinds of humanoids, though wealth is concentrated among the humans and dragonborn. Some Fae creatures, such as centaurs, have been fortunate enough to find a home in cities like Gold Harbour.
Capital: Anvil
Demonym: Iron Forged
Monarch: Lothair ‘the Just’ of Fer
Of the nations of the Commonwealth, Arenthor is the most militant. Should conflict break out, it will not be long before the drums of the Iron Forged arrive, and with them come thousands of soldiers clad in the colours of noble houses, and knights in plate-armour leading from the front. The monarchs of Arenthor are notoriously ruthless, and oft have been awarded nicknames such as ‘the Bloody-handed’ or ‘the Wrathful’. The citizens of Arenthor know this, and embrace their military past with pride: they were the ones who led the Northern Crusade, they were the ones that defeated the Phoenix Kingdom first, and they will not let the rest of the Commonwealth forget this.
A feudal society with a strong monarchy, pride is valued above all: in individual accomplishments, their family’s legacy, and in their country’s history, pride is taught from a young age. But the Iron Forged are also taught to recognise when they are assisted; indeed, there is no greater shame than not acknowledging when help is received. Thus pride, tempered so as not to become arrogance, is valued highly.
Though the Earls, who are responsible for the collection of taxes, get a say in local affairs, true power lies with the monarch and the Knightly Orders, for it is these who lead the Commonwealth’s largest and most professional army into war. The monarch’s guard, the Knightly Order of the Griffin, are particularly prestigious, and even just serving under them is a cause for social mobility in many cases.
Demographically, Arenthor is a majority human state with sizeable minorities of dwarves, dragonborn, and orcs. Other humanoids are present, though are less prevalent throughout the nation.
Capital: Aurora
Demonym: Norgardian
Monarch: Harald Vitarm (Regency headed by Maximillian Karling)
A militant nation, Norgard has always played second fiddle to Arenthor: it has never had the population to take the leading role in military matters for the entire Commonwealth. It has, however, a ferocious people that fights to prove itself worthy of its place in the world, and thus cannot entirely be ignored by its neighbours.
Norgardians thrive on the principle of proving oneself worthy of advancement – nobility, in their eyes, is not something to be inherited but something to be earned. Once an individual reaches the age of fifteen, they can travel to the Proving Grounds in Aurora, where they are set a task to prove themselves worthy of the title of noble. This task can take on many forms and can be militant or scholastic in nature. The Norgardians pride themselves on this tradition, and those that fail are not shunned unless they shy away from the task assigned. The attempt is what matters.
The country is a feudal monarchy; while the throne is inherited by the eldest child of the previous monarch, that child must prove themselves worthy like any other individual seeking to become a noble. As it stands, the king is currently missing, and a regency council, including the Archmage, Spymaster, Steward, Martial, and the king’s Advisor is in place, running the country.
Demographically, Norgard is home to significant numbers of humans, dwarves, and halflings. Other humanoids that are prevalent include dragonborn and tieflings, though most other humanoids are sparsely represented.
Capital: Sanctuary
Demonym: Venités
Pontificate: Farrah
The spiritual heart of the Commonwealth, and the Nineteen Islands as a whole, the Haven is home to thousands or tomes of scripture, ancient artefacts, and ruins that predate the Dragon War. To this extent, the priests of the Haven have argued, convincingly, that they are closest to the divine, and that they, of all mortals, with the assistance of a small handful of First Born, have discerned the true nature of the Aspect Dragons.
Though not a nation of fanatics, the Haven is a gentle, albeit vocal, moral compass for the Commonwealth. Truth is valued above all in the Haven, even at the expense of somebody else’s feelings. But Venités would rather the truth be spoken than feelings be spared. The priesthood runs the nation, and the priests, clerics, and paladins that make up its membership are the only ones allowed to elect the Pontificate, who directs religious doctrine. All priests in the Commonwealth must have had an education from a university in Sanctuary.
The Holy Orders of Paladins and Clerics make up the military of the Haven, though since the Haven joined the Commonwealth, the Paladins and Clerics have played a more supportive role.
Demographically, the Haven is a roughly equal mixture of humanoids. The priesthood believes all sentient creatures are equal, with the exception of the First Born and the dragons, whom they revere as divine.
Capital: Silverun
Demonym: Silver Born
Doge: Miklos Simousa of the Shipbuilders
The nation of Silverun was a frontier for the Commonwealth against the Phoenicians until only a handful of decades ago. While notably a merchant republic, its people have been through much suffering, having endured centuries of war with the Phoenicians and the northern raiders. Bisected by the Silverun river and linked by ten bridges, the capital city has developed into a major trade hub over the centuries due to its nature as a natural harbour and the city’s special links with the Sapphire Islands and Volk. A special credence is leant to the artisanal guilds who reside in the capital, as they have been the ones to build the ships that have kept the nation safe at sea.
The nation is led by the Doge and the council, positions appointed by election every four years. All guilds in Silverun can appoint a candidate for any position, but the only candidates that stand a real chance at becoming Doge are part of the Merchant, Shipbuilder, or Smith guilds. There are guilds for almost all aspects of life, and the only way to get a say in the nation is to be a member of one of the guilds.
The pride of Silverun is its navy. Warships patrol the river and the sea around its coast. The navy has played vital roles in driving off Volken raiders and halting the advance of the Phoenicians further into the Commonwealth more times than they care to count.
Demographically, Silverun is a hodgepodge of most humanoids, but is notable for its lack of elves, tieflings and red-scaled dragonborn due to a general distrust for their kinds. This prejudice has emerged due to centuries of wars with the Phoenix Kingdom and the northern raiders.
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Capital: Cirica
Demonym: Arborian
Merchant Monarch: Mylo Jymena
Arbor has oft been described as ‘mercenaries with a country’. Everything has a price in Arbor, and everybody has their price for a service or item. Rarely will Arborians do something for others out of the kindness of their hearts, and this harks back to its position as a state bordering the Phoenix Kingdom. This is not to say that Arborians are entirely ruthless, however; the poor and the needy are given help when it is needed, but debts are not entirely forgotten, and once somebody is able to pay back, they are expected to… with an appropriate amount of interest.
Even in times of crisis, this prevailing attitude towards service does not wane; the armies of Arbor are privately owned by the Merchant Princes and Princesses, and they do not march unless their homes are directly threatened, or unless there is loot to be plundered. Politics is based similarly on this notion: Seven Merchant Families run the country, and the Merchant Monarch is elected by the heads of these families. Oft, votes are decided based on which family is in debt to another, or which candidate can pay the most.
Demographically, Arbor is evenly split among most humanoids, though the tiefling presence is meagre.
Capital: Ostborough
Demonym: Unionists
First Minister: Felix Locklan
Resistant, nationalist, rural; the Union can be categorised in these three words. One of the breadbaskets of the Nineteen Islands, the country is covered in rolling fields and acres of farmland; few cities exist in the Union, though market towns are abundant. The Unionists see themselves as part of a collective whole; all are considered equal in the Union, provided that they contribute to the nation as a whole. This has put a genuine emphasis on farming and farm owners, though artisanal professions are respected as well.
The Union is run by an elected Parliament who in turn choose the Ministers that govern the country. Anyone who is part of a family that owns land or an artisanal business can run. Each family gets one vote. Politics in the Union is fairly mellow; an attitude that pervades most areas of life in the Union with the exception of war.
The Union does not have a standing army, but rather groups of local militias known as The Harvest Guard. They primarily form units of light infantry and skirmishers. Though notably poorly equipped, they have a ferocious fighting spirit that borders on the lines of insanity.
Demographically, the Union is evenly split between halflings, humans, and dwarves. In the last couple of decades, the Parliament has been trying to encourage migration from the other states to the Union with moderate success.
Capital: None
Demonym: Fenn
Nation’s Elder: Alys Haedin
The Fenn are a proud, tribal people, living in isolated settlements in deep woods that hide their whereabouts. A deep resentment runs through the psyche of the Fenn, for while they participate in the Council, offer their soldiers, their magi, and their ships when war comes, the people are far from happy to be associated with the other members of the Commonwealth. They do not easily forget those that have wronged them; for the Fenn, scars run deep, and no scars are deeper than those caused by the Northern Crusade.
The peace that was imposed upon the Fenn united tribes that had very little to do with each other but a common enemy. A culture founded on mutual hatred, establishing strength, and independence of character was formed. The ten trials were established; any Fenn over the age of fifteen must attempt them, having to complete five of them. Once five are completed, their final trial has the initiate heading into the forests, not to return until they have tamed an animal companion. Only then is the youth truly a part of the Fenn. Should outsiders attempt these trials, it is rumoured that they would be cursed, but the nature of this curse is unknown.
Due to the decentralised nature of the Fenn, the tribes do not have a standing army, nor a centralised government, but each tribe is expected to provide one warrior for every forty individuals in it when the call for war comes and one ship for every ten warriors provided. Wisdom is revered, and thus the tribal elders are afforded a special place in each tribe. The elders of all the tribes meet once a year, headed by the Nation’s Elder, to discuss common issues.
Demographically, the Fenn are primarily elves and humans, with very little migration coming from the rest of the Commonwealth.
Capital: None
Demonym: Yuron
Khan: Khuda Kheris
The great steppes of the Yuron have bred a people that are swift, strong, and fierce. When the Yuron are on the march, the plains bring thunderous roars as hordes of cavalry move throughout the countryside.
Though once divided, the Northern Crusade brought together the various Khaganates and tribes into a mighty horde that almost overran the Commonwealth. Like their cousins in the Fenn, the Yuron do not forget the misdeeds that were committed against them during this conflict, and few, save for the young, resent the Commonwealth with a burning passion.
The Yuron live in famously nomadic societies who move to where the land yields the fullest, their mounts grow the strongest, and their people can train the easiest. Though intertribal rivalries still exist, the years where this might have brought them to bloodshed are long past. The exception comes when the next Khan is selected, whereby a champion from each tribe is selected to compete for the title.
The Yuron do not maintain a standing army, but all over the age of eighteen are expected to have their own short bow, spear, shield, and armour in the case that they are needed.
The Yuron have been somewhat receptive to those that are willing to embrace their way of life, and thus, they have grown to become more diverse over the years. Though tieflings still dominate the demographics, sizeable communities of other humanoids exist in the south of the nation.
Capital: Orient Vigilia
Demonym: Watcher
Monarch: Justinius Apion
The Watchers is a nation that has been artificially constructed by its neighbours. A home for rejects, outcasts, and the persecuted, the Watchers was a country carved out by the Commonwealth to serve as a buffer state between Silverun and the Phoenix Kingdom. This was abundantly clear to the common people, but, despite this, they refused to squander the opportunity to determine their fates for themselves.
The people set up underground networks to help dragonborn escape the Phoenix Kingdom, they established close ties with Bretton and Lumia, and all was established under the watchful eye of a black dragonborn named Caesar, who’d led the uprising in the region. Deciding a strong monarchy, checked by an elected Senate, would be the wisest leadership, they elected another leader from the uprising to be their King.
Since joining the Commonwealth, the Watchers have assigned themselves the role of patrolling the Phoenician border, and have not shied away from the occasional skirmish, especially when their agents have been caught bringing prisoners to the border.
A professional army patrols the border to the east, but all adults are expected to maintain their own weapons and armour in the case of a crisis.
A true melting pot, the Watchers is a nation home to dozens of different humanoid species and races. To say one is particularly dominant would be an incorrect statement. All are welcome in the Watchers.
Capital: Maykon
Demonym: Brettonian
Forge Mother/Father: Antonina Dunin
The economic heart of the Commonwealth might be the Consulate, and the most war hungry people may be the Iron Forged, but Bretton is the coal that fuels these two fires. Though only recently joining the Commonwealth, Bretton’s importance within it has become absolute, for it is home to the largest mines in the Commonwealth and the most skilled smiths.
The cities that occupy the surface of Bretton are oft mirrored underneath, with a populace that spend as much of their time above ground as below. The Aspects of Metal and Earth have thus taken a special place in the country’s heart, and thanks is given to them and their First Born by almost every citizen.
Smithing and mining are widely respected; in order to do either, one must be registered with either profession’s respective guilds. Once a member, smiths and miners get a say in who is the Forge Mother/Father, the head of state.
The armies of Bretton are among the most well equipped in the Nineteen Islands, and pikes, spears, and halberds are a widely known favourite of the Brettonians.
Demographically, the nation is primarily dwarves, with around a third of the population being made up of other humanoids.
Capital: Mortoris
Demonym: Lumian
Arch Mage: Janis Tanots
Lumia is bound by its past; a former state of the Phoenix Kingdom, the citizens of Lumia celebrate the freedoms that the Commonwealth have given them. Its magi are among the most powerful in the Nineteen Islands, and its mountains, filled with glistening towers that house its citizens, are home to some of the most prestigious centres of higher learning in the Commonwealth. Lumians place a special emphasis on the collection of knowledge and its application. The forgotten words for ancient spells, tomes that lead to underground ruins, and blueprints for arcane machines are the obsession of many a Lumian. Thus, the citizens of Lumia are oft adventurous and outgoing.
Led by a council of eleven mages known as the Circle, the government of Lumia is entirely made up of those who are magically inclined. While common citizens do get a say in who ten of these mages are, through elections, the Arch Mage is selected by those ten.
Lumia maintains a small army, though it has the highest percentage of mages in the Nineteen Islands. While they are not pressed into these positions, a significant number leap at the chance to see their spells used on the battlefield, whether that is to support their allies or devastate their foes.
Demographically, the nation is made up of humans, dragonborn, tieflings, and dwarves. Other humanoids make up small minority communities in the west of the country.
Capital: Ash MountThe Phoenicians are a people obsessed with purity, jingoism, and ambition. Ruled by a caste system that dictates the social position of all humanoids in Phoenician society, tieflings and red-scaled dragonborn are given preferential treatment, and hold all noble titles in the Kingdom. These two groups of humanoids are taught that they are the purist of all the mortal races, and are closest to the divine Aspect of Fire, Sendrin.
Demonym(s): Phoenician
Population: 13,467,800
Government: Absolute Feudal Monarchy
Language(s): Common (regional dialect), Phoenician (Spoken by nobility)
Current head of state: Hestia III Ashborne
Currency: Throne (copper, silver, gold, platinum)
This mantra has trickled down into the rest of society over the centuries, and the other humanoids have accepted their places. Other dragonborn are considered less pure than their red cousins but more pure than other humanoids. All other humanoids are the least pure. Those that are fortunate enough to be born lineaged of Sendrin, that is a humanoid born with red draconic scales on their body, have a decent chance for social mobility, though few will ever hold a noble title.
When it comes to law and order, the preferred form of punishment in the Phoenix Kingdom is enslavement for a period of time befitting the crime, ranging for only a couple of days for thievery to decades and lifetimes for murder and treason. Should somebody die before their sentence is completed, then the person’s closest living relative takes up the mantle of paying the criminal’s debt to society.
A militant nation, the populous of the Phoenix Kingdom is incredibly jingoistic and ambitious. Political assassinations were rife, albeit since the ascension of Hestia II Ashborne these have become significantly rarer. The Phoenicians employ dangerous war beasts, such as hydras and hell hounds, in their military, and their handlers give few thoughts to friendly fire.
Demographically, the Phoenix Kingdom is majority human, dwarf, halfling, and elves. Dragonborn and tieflings make up a sizeable minority, accounting for a total of fifteen percent of the population each.
- 621-660ADW: The Phoenix Kingdom fights a series of wars against the Empire of Alba and the Commonwealth for control of the central island, known as the Wars for the Aspects Eye. The island nation of Volk intervenes in the last war, providing a decisive victory for the Commonwealth.
- 660-673ADW: The Sapphire Islands invade the Island of Hydras. Exhausted from fighting the Commonwealth and the Empire, the Kingdom is brought to its knees. Only through the inspiring martial genius of Hestia Ashborne, cousin to the queen, do the Phoenicians fight on and drive the invaders from their home
- 674ADW: Hestia Ashborne is declared queen of the Phoenix Kingdom by the masses. Her cousin abdicates, facing a popular revolt
- 676ADW: Hestia I Ashborne attempts to reform the Caste System to allow the ‘lower races’ more rights. The move is resisted by the Phoenix Court. Hestia I Ashborne is assassinated days later
- 677-713ADW: In the wake of Hestia’s death, the masses revolt. A brutal civil war erupts that ends in the nobility’s favour, only after limited, and superficial, reforms are taken
- 749ADW: The Commonwealth invades the Phoenix Kingdom. The citizens of the Watchers, Lumia, and Bretton rise up as the Commonwealth invade. Still recovering from the Revolt of the Masses, the Phoenician armies are swept aside and are dealt a devastating defeat, losing the Watchers, Bretton, and Lumia in the settlement
- 750-774ADW: Following the loss of a third of its territory and population, the Phoenix Kingdom collapses into civil war. Dozens of factions vie against each other for control. Able to unite the Island of the Hydras under her leadership, Hestia Ashborne bides her time before launching an invasion on the mainland, sweeping aside all opposition and uniting the Kingdom under her rule. The Phoenix Kingdom is reborn
- 775-776ADW: Hestia Ashborne abolishes the caste system, in principal. All humanoids are considered equal, though red-scaled dragonborn and tieflings are the only humanoids allowed to hold land, hold noble titles, and hold a seat in the Phoenix Court
- 813-815ADW: The Commonwealth, citing Phoenician raids into Lumia, invades. The war ends in a white peace, with no permanent gains by either side
Capital: None – four largest cities are administrative centres (Kaunu, Loak, Elsin, Roahn)To describe the Volken people as competitive would be a drastic understatement. Competition defines their society; by competing against each other in all fields, the entire community improves. It is through this mantra that Volk has kept its place as an independent island nation, for their tournaments have kept their people strong, and academic competition has placed the island further ahead of the curve when it has come to rediscovering spells and technologies from before the Dragon War. Though competitive, it must be mentioned Volk’s people are tightly knit and extremely supportive of each other. Rarely is a rivalry in bad blood.
Demonym(s): Volken
Population: 1,676,000
Government: Elective Constitutional Monarchy
Language(s): Common (local dialect), Volken (spoken sparsely)
Monarch: Kadri Laar (not coronated, missing)
Currency: Rings (copper, silver, gold, platinum)
Volk is divided into four regions, simply known as the East, the West, the North, and the South. The East is characterised by mountains that give way to a couple dozen miles of flatland, the North by forested tundra, the West by great lakes, and the South by rivers.
Volk’s monarch is selected by a spirit known as the Ever Watching. Those that wish to become monarch must impress this spirit, and upon the death of the previous monarch, the individual that has impressed it the most is selected to ascend the throne. Though few have actually spoken to the Ever Watching, it is known that it can see all citizens of Volk.
In order to impress the Ever-Watching Volk’s people take part in many tournaments, put on by The Guild, raid the coastlines of other nations (though this incredibly rare now), rediscover forgotten spells, or go on expeditions to dangerous lands to uncover ancient artefacts. All deeds, academic and physical, impress the Ever-Watching.
To this extent, Volk maintains the second largest navy in the world.
Though there is technically no professional military, if the islands go to war then the people rally behind their monarch.
Its position in the Nineteen Islands has meant Volk has been somewhat isolated. To this extent, its people are predominantly human, with some minor elements of other humanoids mixed in.
- 655-660ADW: Volk intervenes in the Last War for the Aspects Eye, providing a decisive victory for the Commonwealth. In return, Volken citizens are allowed to settle in the Frost Veil, and Volken merchants have privileged trading rights across the colonies
- 680-720ADW: The Forty Years of Plunder. With a temporary alliance with the Commonwealth in place, Volken ships turn to the lucrative shores of Alba. For four decades, the Volken ships are unchallenged, and thousands of prisoners are taken and ransomed
- 715-720ADW: Decades of raiding by Volken forces lead to a full-fledged naval war with the Empire of Alba. It ends inconclusively, though the number of raids to the Empire fall significantly
- 730ADW: Thor Volhammer takes an expedition to the Forgotten Island, determined to plunder whatever hidden treasures are there. He does not return
- 755-757ADW: The Last Great Raid. Queen Myra Felhaan leads Volk’s fleet to the Sapphire Islands. Successfully plundering all of the islands, she returns to Volk with boats laden with gems, gold, and priceless artefacts
- 791ADW: Volken ships encounter unmarked ships on the high seas. The sailors that encounter them return to Volk riddled with plague. The disease is contained, but at the cost of several villages in the South
- 801ADW: A migration treaty is agreed with the Platinum Consulate
- 819ADW: Kadri Laar is elected Queen of Volk. She does not come forward to claim her thrown, but the Ever-Watching refuses to name a successor
- 820ADW: The New Nobility, a faction led by Svend Karsten (the eldest child of the previous monarch), begin to denounce Kadri. Though a splinter group, they nonetheless conduct successful raids against outlying villages, though these are also small in nature
Capital: ZaphyrThe Sapphire Isles are the oldest civilisation in the Nineteen Islands. Emerging during the chaos that followed the end of the Dragon War, this nation is arguably the Nineteen Islands’ only link back to ancient Euross, and even then, records from that era have been destroyed, damaged, or remain untranslated, and so their history is spotty at best. Even so, the legacy of the Mortal Empires can be seen in the architecture of the Sapphire Isles, though the ancient language that had been present throughout the ancient world has been lost to time.
Demonym(s): Safeir
Population: 562,000
Government: Dictatorial Triumvirate
Language(s): Common (local dialect)
Currency: Throne (copper, silver, gold)
The three Triumvirs that govern the islands have broken the island down into the three administrative areas, in which the two northern most islands are administered by the First Triumvir, the two middle islands by the Second, and the southernmost island by the Third. The Triumvirs are elected, lifelong positions, but the only people who can run to replace a dead Triumvir are the children of the deceased.
The Safeir see themselves as culturally superior to the other civilisations, citing their longer history and their established connections to the Ancient World. Due to this, the Safeir often don’t work well with others outside the Sapphire Islands. Respect is earned, not demanded, and the people believe this in its entirety. To this extent, the Safeir, in general, remember the wounds inflicted upon them by the Volken and the Phoenicians, and some measure of contempt, and respect, is warranted for these peoples.
Due to its isolated nature, the Sapphire Islands have only recently started maintaining a professional army. Thanks to the limited population of the islands, its size is limited significantly, and due to its recent creation, its quality is to be desired.
A prevailing attitude of superiority has dissuaded immigration to the islands since its reconnection with the world. Dragonborn that are not green, gold, or silver are rare. Humans, tabaxi, elves, and halflings are common, and a smattering of other humanoids are present.
- 659ADW: In a drunken spat, the heir to the Phoenix Kingdom kills one of the Triumvirs while he both are vacationing on the southernmost island. The other Triumvirs vow revenge
- 660-673ADW: The Sapphire Isles invade the Island of Hydras. Exhausted from fighting the Commonwealth and the Empire, the Kingdom is brought to its knees. Only through the inspiring martial genius of Hestia Ashborne, cousin to the queen, do the Phoenicians fight on and drive the invaders from their home. The Safeir retreat, but only sue for peace after Hestia comes to the throne
- 722ADW: The Triumvirs, as a show of good faith to the Phoenicians, adopt the throne as the currency of the Sapphire Isles
- 755-757ADW: The Last Great Raid. Queen Myra Felhaan leads Volk’s fleet to the Sapphire Islands. Successfully plundering all of the islands, she returns to Volk with boats laden with gems, gold, and priceless artefacts. The Triumvirs establish a permanent navy in response to this event
- 793ADW: The Triumvirs and their families are killed when a teleportation circle malfunctions. In order to prevent chaos from spreading, Tarquin of Zaphyr, Uda Hellenes, and Alexios Safeiren agree to take the reins, declaring themselves the Third Triumvirate
- Summer, 820ADW: A plague sweeps the Southernmost isle, turning the humanoids there into undead husks that long for human flesh. The island is quarantined and civilians evacuated. The husks die out before long, and the population is slowly reintroduced back to the island
The position of the colonies as a source of pride for the Commonwealth has trickled down into the culture of the colonists, regardless of their state of origin. The colonists have proven themselves as independent, hardy, and clever people. Though there is little unity between the states, they oft band together to force concessions from the mainland.
In recent years, the colonies have started asserting political independence from the Commonwealth. This being said, there is very little agitation for outright independence from the Commonwealth, as the colonists generally see themselves as still part of their mother country. In general, most simply want to have a Council member on the Commonwealth’s council, but that is a goal for later. As it is now, most of them enjoy the freedoms associated with living on the frontier.
Colonists do have to contend with the aboriginals, however, and despite the peace that was agreed between the seven colonies and the various tribes, sporadic fighting and misunderstandings do occur. Relations are mostly stable, however, and few colonists have outright negative opinions of the aboriginals at present.
- Capital: Port Vulpes
Demonym: Free Born
Governor: Leopold de Rondell
The Free Cities is the colony founded by the Platinum Consulate. It is a colony of two parts: the four coastal cities, and the, forested interior settlements. In the former, artisans, merchants, and traders process and ship the raw resources from the interior and send them back to the mother country. The forests that characterise the interior are mostly natural, though a significant portion are unique to the Free Cities; the flora and fauna are metallic in nature, with trees having metal-like bark.
By far the most developed of the seven colonies, the people of the Free Cities are the only ones who have begun to carve out their own identity, albeit it is one with close links to the Consuls. The Free Born value liberty and equality, and to this extent they have established strong cultural and trade links with the aboriginal peoples.
The position of Governor is elected by the colonists every five years, from among the three wealthiest merchants in the colony. - Capital: Fort Oskar
Demonym: Iron Forged
Governor: Duchess Catherine Du Barr
First Light is the colony founded by Arenthor. Named for the light house that was found guiding ships around the Aspects Eye, the colonists have changed very little since the founding of the colony. The people are still as, if not more, militant than their counterparts in the Commonwealth, though some have started to see themselves as stronger and more rugged than the mainland’s Iron Forged. Most owe their direct loyalty to the Duchess, rather than the King, for her and her ancestors, were the ones to pacify the aboriginals in First Light.
Sheer cliffs characterise the coastline of First Light, and deep valleys and impossibly high mountains its centre, with the exception of the east, where most colonists live.
The position of Governor is held by the Du Barr family, and is an inherited position. - Capital: Weston
Demonym: Unionist
Governor: Merry Golrund
West Reach is the colony founded by The Union. It is perhaps the only part of the colonies that can be considered fertile without the use of magic. Plants grow unusually fast in West Reach, and the Unionists have exploited this to full effect and have made the Commonwealth reliant on imports from this colony.
This being said, the treaty agreed with the aboriginals has limited the land the colonists can farm. Many of the plants that the Unionists wish to cultivate are not endemic to the land, and to make sure there is not an environmental disaster, careful watch is given to the growth of the plants.
The position of Governor is a ministerial position. Unionists in West Reach get to elect Members that represent them in the Parliament in the Union. - Capital: Silver lake
Demonym: Silver born
Governor: Lyra Simousa of the Merchants
The Sand Seas is the colony founded by Silverun. A desolate desert covers the majority of its surface, though large lakes spot the interior. These bodies of water, normally miles across, have created fertile sanctuaries where settlers and colonists have not thrived, but survived. The Silver Born that have settled in the Sand Seas still maintain the attitude of the Silver Born on the mainland; trade must flow. And so, along with Arborian’s from the Salts, they have designed ships that skim across the sands, transporting small cargos from place to place.
Due to the harsh nature of the Sand Seas, the Silver Born have had little choice but to work together with the aboriginals. The treaty signed between them and the local tribes allows for the mixing of both peoples, and shelter must be offered to travellers if the conditions are bad enough.
The position of Governor is an elected position, with the local guild branches offering candidates that every adult citizen can choose from. - Capital: New Cirica
Demonym: Arborian
Governor: Sara Oviedo
The Salts is the colony founded by Arbor. Whatever sea existed here before the Dragon War has either retreated of its own free will, or been expelled. Regardless, the lands here are far from hospitable, with only the coast providing any form of sustenance. The interior and much of the coast is covered in salt flats, and thus it is nigh on impossible to grow crops. Fish is a mainstay of the Arborian diet in the Salts, and the colony relies heavily on imports.
The aboriginals that occupy the interior are incredibly resilient; the treaty limits them to this area, but they somehow find a way to survive. Trade is minimal between the colonists and the aboriginals, and diplomatic overtures even less so.
The Governor is appointed by the Merchant Monarch of Arbor. - Capital: Frost Harbour
Demonym: Norgardian
Governor: Duke Haakon Frostbringer
The Frost Veil is the colony founded by Norgard. It occupies the northern tip of the Aspects Eye, and very little expansion has been made outside of the coast. Its interior is almost entirely desolate snow lands, and settlements only exist at the very north of the colony and along its borders with other colonies.
Norgardians are already hardy folk, but those that choose to live in the Frost Veil are even more so. Volken settlers have also landed here, and both Norgardians and Volkens regard the aboriginals with great respect, for they have learned to survive in this harshest of climates. They have worked together to defeat the undead menace that has been ravaging the land, though success has been limited in this field.
The position of Governor is appointed by the monarch of Norgard, and has been in the hands of the Frost Bringer family since its founding. - Capital: New Sanctuary
Demonym: Venités
Governor: Arch Priest Ila
New Haven is the colony founded by The Haven. This colony is the home of blasphemers, heretics, and those brave or foolish enough to live alongside them. New Haven could be considered, to an extent, a penal colony, for banishment is a crime within the Haven, and those that speak blasphemy of a serious enough degree are banished to the steppe that makes up this colony’s interior.
Of course, some that in the cities that occupy the luscious coasts believe that they are divinely ordained to own this land. Most are more cynical, but a growing number of citizens are coming to this belief. To this extent, New Haven has the most strained relations with the aboriginals, for some of the tribes interpret the Aspect Dragons differently, and these colonists believe their beliefs are impure.
The position of Governor is appointed by the Pontificate of the Haven.
- Capital: Port Vulpes
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