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See You Space Cowboy
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The World
"Claims have been made about the decency of our world, yet history has proven us wrong, time and time again. Aerion wasn't born in chaos. We have made it thus."
-Lord Robert of House Welm, Ethora
All is not well in the world of Aerion. The immense nation of Ethora is in turbulent times as its Houses feud amongst themselves following the sudden assassination of their king, which is gradually pushing the disjointed country to civil war. The frail land of Eveamoor struggles to maintain its integrity while it declines in economic collapse. The nations of Vanaheim and Falke, which have been at odds for centuries, are being slowly pushed to hostilities, and whispers have begun to be spoken of Vanaheim's mobilization for war. The countries of the south are slowly being entangled in their own quarrels, as Palaven and Raelus both seek to strengthen their influence in the region of Rolsten, with Ellessar attempting to maintain some order of stability among the nations, and Bredon being caught in the middle of the others' campaigns.
Indeed, Aerion is in shambles, and should the nations that inhabit it continue along this path, the world would ultimately destroy itself. Some comprehend the peril this world faces, and some would have something be done about it. On the isle of Ekilore has existed a structure of colossal size (extending high into the clouds and being visible from all regions of Aerion) called the Tower of Oculus, which was built long before many histories were documented. There dwells the Monks of Ekilore, who have resided there for as long as people can remember. Although the nations by no means see eye to eye, generally all respect, or at least value, the opinion of the Monks, which come often in the form of prophecies or divinations. On the 1792nd year since the Founding of Civilization (FC), such a prophecy was formed. The Monks of Ekilore invited to their tower emissaries of each of the countries to hear their prophecy, one in which they say could alter the fate of the world.
Indeed, Aerion is in shambles, and should the nations that inhabit it continue along this path, the world would ultimately destroy itself. Some comprehend the peril this world faces, and some would have something be done about it. On the isle of Ekilore has existed a structure of colossal size (extending high into the clouds and being visible from all regions of Aerion) called the Tower of Oculus, which was built long before many histories were documented. There dwells the Monks of Ekilore, who have resided there for as long as people can remember. Although the nations by no means see eye to eye, generally all respect, or at least value, the opinion of the Monks, which come often in the form of prophecies or divinations. On the 1792nd year since the Founding of Civilization (FC), such a prophecy was formed. The Monks of Ekilore invited to their tower emissaries of each of the countries to hear their prophecy, one in which they say could alter the fate of the world.
You
Presented to you are two options, two roads to journey upon. One road begins on Ekilore, where you answer the summons of the Monks. This path will take you on a quest all across the lands, where you attempt to change the course of the world, and thereby save it. The fate of Aerion is very much in your hands.
Yet in a world filled with strife is also presented the prospect of opportunity. For whatever purpose, be it gold, gods, guidance or glory (or whatever else your reason may be), you have recently begun travel with a group of mercenaries as they make their way through the land. You will accept contracts from clients, which could involve anything from slaying foul creatures, saving or protecting innocents, removing heads off individuals, and anything in between. Yet the life of a mercenary, especially in Aerion, may be more than it originally seems.
Yet in a world filled with strife is also presented the prospect of opportunity. For whatever purpose, be it gold, gods, guidance or glory (or whatever else your reason may be), you have recently begun travel with a group of mercenaries as they make their way through the land. You will accept contracts from clients, which could involve anything from slaying foul creatures, saving or protecting innocents, removing heads off individuals, and anything in between. Yet the life of a mercenary, especially in Aerion, may be more than it originally seems.
Rules
- All RPC and PC rules apply.
- No godmodding or bunnying, unless given permission.
- This RP is rated M for Mature, and that implies that there will be blood, gore, and quite of bit of violence.
- Have good grammar and spelling, as well as correct length in posts. We will require RP Samples.
- Only one character is allowed per person. NPCs are for the GM's use only, unless specific permission is given.
- We do not accept reservations. You can post conveying your interest and we'll keep it in mind. However, this is not a first come, first served RP. Character Sheets will be open for about a week or so, depending interest, and then decisions will be given then. We also now accept reservations. Yes, this rule is very confusing. Just ignore it. Actually, don't ignore it. You'll just get bonus points for pointing it out. And a cookie. Medieval cookie.
- Keep on track with the storyline. Making your own subplot is fine, as long as you don't derail too far from the main story. If you do so, we may choose to remove you from the RP.
- Try to post at a reasonably consistent basis (based on the progression of the RP, of course). Obviously, your life takes priority, so if you know you are going to be absent, away, or unable to post for whatever reason, please let us know somehow so we do not drop you from the RP.
- Because of the RP, it is more than likely that characters will confront each other in combat. If/when those instances should arise, we expect maturity and poise in dealing with the way a fight should end up, whether by pre-agreement or general RPing etiquette.
- One of the most important things to do in this RP is to have fun. Arguments will not be tolerated (this is not to say that discussions are not allowed, in fact they are encouraged), but generally impeding the ability of one or others to have fun in this RP will be ground for said person to be removed.
Character Sheet
Name:
Age: (18+)
Gender:
Race: (You can be Human, Elf, or Dwarf.)
Country of Origin: (You may be from any of the countries found on the map above. Country profiles are found in the section below, which has the information on the nations. We urge you to take a look at them before deciding where you hail from. Additional information can be provided through PM.)
Appearance: (straight forward)
Personality: (when evaluating the sheet, this section is probably the most important, and which might require the most work)
History: (Your back story. We urge you to look at country profiles when making your history, but this being an original world, feel free to roam. If you would like to make up a House, or a town, feel free to do so. There are few, if any, limits, we impose here.)
Weapon Preference: (Simply put, your preferred weapon of choice. Some countries specialize in certain types of weapon proficiencies, and that could factor into your choice. But do not think of it as a restriction. However, because of the rarity of magic in this world, if you choose to be proficient in that, you cannot be proficient in any other weapon. For everyone else, there are two options: One standard weapon, and one minor secondary one).
RP Sample:
Other:
Side: (Do you want to be a member of the Knights of Ekilore or the Mercenaries?)
If you have any questions regarding your character, feel free to message Supervegeta or Raikiri and ask.
Age: (18+)
Gender:
Race: (You can be Human, Elf, or Dwarf.)
Country of Origin: (You may be from any of the countries found on the map above. Country profiles are found in the section below, which has the information on the nations. We urge you to take a look at them before deciding where you hail from. Additional information can be provided through PM.)
Appearance: (straight forward)
Personality: (when evaluating the sheet, this section is probably the most important, and which might require the most work)
History: (Your back story. We urge you to look at country profiles when making your history, but this being an original world, feel free to roam. If you would like to make up a House, or a town, feel free to do so. There are few, if any, limits, we impose here.)
Weapon Preference: (Simply put, your preferred weapon of choice. Some countries specialize in certain types of weapon proficiencies, and that could factor into your choice. But do not think of it as a restriction. However, because of the rarity of magic in this world, if you choose to be proficient in that, you cannot be proficient in any other weapon. For everyone else, there are two options: One standard weapon, and one minor secondary one).
RP Sample:
Other:
Side: (Do you want to be a member of the Knights of Ekilore or the Mercenaries?)
If you have any questions regarding your character, feel free to message Supervegeta or Raikiri and ask.
Accepted Players
Knights:
Mercenaries:
- Raikiri as Percival Grey, serving as the Hand of Robert Welm.
- Supervegeta as Ser Roland of the House of Grey
Lilizuki as Kalashtar CrystiaMichaelatheUchiha as Zara Serena Freya- Red's Hawt Chibi Pelippers as Eduard Redstrike (born Eduard Calleous)
- Retro Bug as Tamor Bellfiend
- CarefulWetPaint as Auden Radke
- Nomsammich as Heva Azcadelia Erva - Heva, the Healthy
- MinnesotanGamer as Dulinhel Elenren
Mercenaries:
- Ichiro as Victoria "Alys" Taimor
- Supervegeta as Varian Sigmund
- Raikiri as Cassandra "Cass" Alexandera
- Skymin as Princess Avangeline 'Ava' Beatrice Ravonien Highclaw
Xlugon Pyro as Xeye Anastasia Zxkol "Blue Wildcat"Miss Doronjo as Evelynn "the Dancing Sword" TehyusClaire* as Bofvar Blyr- Sweet_Dreams as Joseph "Honest" Sherman
- Kiklion as Anlem Taegor
Time Line (for reference)
10,000 CE-> 1 CE = Creation Era
0 CE = 0 HA as this date represents a change in eras.
0 HA -> 3000 HA = Heroic Age
3000 HA = 0 FC as this date represents a change in eras.
0 FC-> 1792 FC (Current Date) = The Founding of Civilization
0 CE = 0 HA as this date represents a change in eras.
0 HA -> 3000 HA = Heroic Age
3000 HA = 0 FC as this date represents a change in eras.
0 FC-> 1792 FC (Current Date) = The Founding of Civilization
Country Profiles
Ethora
Falke
Vanaheim
Eveamoor
Mindirion
Miracyia
Ellessar
Raelus
Founded: 489 FC
Capital: Eldur
Major Cities: None
Language: Ethorian
Sigil: https://www.giantbomb.com/magic-the-gathering/62-493/all-images/52-157503/red_mana/51-1442893/
Colors: Light Red and Black
Words: "Trial By Fire"
Government: Absolute Monarchy
Current King: Christian "The Burning King" Calason II
Weapon proficiency, style, expertise: The army of Raelus is diverse and skilled, capable of using a number of different weapons with skill and intelligence. However, they often favor the use of one handed swords and light armor, using speed to end fights quickly.
Culture: Dominated by an absolute monarchy, the people of Raelus are very much at the mercy of the king who can act on any whim he wants. Raelus is a state connected with efficiency, production, development and dominance. Despite being a young nation, Raelus believes itself to be destined for greatness, especially in its relative dominance in Rolston and in the Trader's Waters. This attitude has become reflected in its people who are often confident to the point of arrogance and firmly believe in the guidance of the King, almost to the point of worship. This is appropriate considering the lack of religious worship in Raelus, as religion has become a backwards institution replaced by industry. As a scientific nation, Raelus invests much in education and the sciences, making several advancements in recent decades. Raelus has evolved into a militaristic nation with a large standing army and navy, having adopted a warmongering attitude in its quest for dominance. Raelus' government has made extensive use of mercenaries, privateers, and pirates in its expeditions, rather than endangering its people. Crime has become controversial in the country, being somewhat accepted by the government depending on the offenders. Dominated by a small ruling class, the government nevertheless has dipped its hand into many dealings controlling nearly every aspect of people's lives. The populace does not seem to care, having become used to the treatment but understanding that the King has the best intentions for its people.
Brief History:
Palaven
Spoiler:
Founded: 617 HA as a collection of tribes; Founded formally in 1099HA
National Capital: Rudell
Language: Ethorian; Which has become the Common Tongue because of its wide use.
Flag/Sigil: The Crowned Lion, with different colored gems around it
Government System: Ethora is traditionally led by a single king who supervises the actions completed by the different noble houses who rule over different political regions. These regions function as relatively independent nations but still pledge loyalty to the king. The individual houses are: Reigncliff, Taimor, Crosland, Larson, Welm and Morok.
Current King: None as King Eliwood has been assassinated.
Culture: Ethora has perhaps the widest range of culture of any country largely due to the stark differences between the given regions within the kingdom. However, trends do exist as the northern regions are typically more conservative and militant while the southern regions are more liberal, placing a greater emphasis on trade. Each region is governed by a noble house with extends its own beliefs and traditions into its code of laws and values, producing practically independent countries unified by history and tradition. Despite this, the king's word is recognized by all and is followed usually without question. This does not stop conflicts between the other houses, which occasionally erupt into total wars if not resolved. Rivalries amongst the houses have developed over the years, some friendly and others not so much. Ethora is a well respected nation regardless and its bonds are strengthened by the notion that Ethora is a land of heroes and legends, and that its glory is without rivalry. It is Ethora's destiny to region supreme. Ethora is also surprisingly religious, with 90% of the nation following the Council of Nine, 5% practicing the belief in the One, and the last 5% following lesser known belief systems. Several notable citizens have renounced their faith in spirituality completely. Social mobility exists, making its class system nothing more than a convenient way to classify its citizens. However, class distinction is very high, causing occasional social unrest.
Regions of Ethora:
National Capital: Rudell
Language: Ethorian; Which has become the Common Tongue because of its wide use.
Flag/Sigil: The Crowned Lion, with different colored gems around it
Government System: Ethora is traditionally led by a single king who supervises the actions completed by the different noble houses who rule over different political regions. These regions function as relatively independent nations but still pledge loyalty to the king. The individual houses are: Reigncliff, Taimor, Crosland, Larson, Welm and Morok.
Current King: None as King Eliwood has been assassinated.
Culture: Ethora has perhaps the widest range of culture of any country largely due to the stark differences between the given regions within the kingdom. However, trends do exist as the northern regions are typically more conservative and militant while the southern regions are more liberal, placing a greater emphasis on trade. Each region is governed by a noble house with extends its own beliefs and traditions into its code of laws and values, producing practically independent countries unified by history and tradition. Despite this, the king's word is recognized by all and is followed usually without question. This does not stop conflicts between the other houses, which occasionally erupt into total wars if not resolved. Rivalries amongst the houses have developed over the years, some friendly and others not so much. Ethora is a well respected nation regardless and its bonds are strengthened by the notion that Ethora is a land of heroes and legends, and that its glory is without rivalry. It is Ethora's destiny to region supreme. Ethora is also surprisingly religious, with 90% of the nation following the Council of Nine, 5% practicing the belief in the One, and the last 5% following lesser known belief systems. Several notable citizens have renounced their faith in spirituality completely. Social mobility exists, making its class system nothing more than a convenient way to classify its citizens. However, class distinction is very high, causing occasional social unrest.
Regions of Ethora:
Idir
Spoiler:
Ruling House: Leonsbane, The Royal Family
Sigil:: The Crowned Lion, mentioned above
Colors: Blue, gold, black
Capital: Rudell
Major Cities: Camelot
Words: "For Courage and Honor"
Current Leader: None
Culture: Generally, Idir is a peaceful region priding itself on its developed cities, roads, trade, schools and overall prosperity. Idir is therefore extremely balanced in its culture and such, making its society a unique blend, inspired by the other regions.
Weapon proficiency, style, expertise: As to be expected from the "balanced" region, the soldiers of Idir are well organized and often specialized, with specific training given to specific soldiers. That being said, they are often well versed in many forms of combat regardless, able to adapt to many different situations. Generally speaking, soldiers of Idir are well equipped and heavily armored favoring the infantry approach, though forces sworn to the King himself are often mounted on white steeds. Broad swords and shields are favored, though men can be equipped with polearms and crossbows just as well. Idir is also home to the Lionguard, the best trained men in all of Ethora, who generally favor two handed swords and heavy plate mail armor.
Sigil:: The Crowned Lion, mentioned above
Colors: Blue, gold, black
Capital: Rudell
Major Cities: Camelot
Words: "For Courage and Honor"
Current Leader: None
Culture: Generally, Idir is a peaceful region priding itself on its developed cities, roads, trade, schools and overall prosperity. Idir is therefore extremely balanced in its culture and such, making its society a unique blend, inspired by the other regions.
Weapon proficiency, style, expertise: As to be expected from the "balanced" region, the soldiers of Idir are well organized and often specialized, with specific training given to specific soldiers. That being said, they are often well versed in many forms of combat regardless, able to adapt to many different situations. Generally speaking, soldiers of Idir are well equipped and heavily armored favoring the infantry approach, though forces sworn to the King himself are often mounted on white steeds. Broad swords and shields are favored, though men can be equipped with polearms and crossbows just as well. Idir is also home to the Lionguard, the best trained men in all of Ethora, who generally favor two handed swords and heavy plate mail armor.
Bludrock
Spoiler:
Ruling House: Reigncliff
Sigil: https://images4.wikia.nocookie.net/__cb20071005015132/halo/images/b/bc/My_Halo_Emblem.jpg
Colors: Red, yellow, brown
Capital: High Mount
Major Cities: Everwinter, Alcastus
Words: "Forever Vigilant"
Notable Auxiliary Houses: House Wagnar, House Grey
Current Leader: Hector
Culture: Bludrock is a region built on order and production, focusing on tangible concepts rather than the bliss of the abstract. Very conservative, Bludrock has established an ordered society based on a hard day's work, with a rigorous labor program to keep people working and always maintaining a military organization to keep the order. Unlike House Larson who thinks having more swords is the solution to most problems, House Reigncliff simply believes the government should use soldiers to keep order, therefore holding on to a peace through oppression approach. Bludrock is very much concerned with overall industrial production and trade to create prosperity. Everyone works and does their job and everything runs smoothly. Therefore, Bludrock has a very stable economy as the government continually opens up public work projects or brings in other businesses/families into the fold. House Reigncliff has their hands in every aspect of life in Bludrock as a result. The people of Bludrock are often tough and understand their place, becoming outstanding realists even if they are a bit close minded. Also, there is something of a cult of personality, with the people admiring the major houses in the region. House Reigncliff enjoys good relations with House Larson and on/off relationship with House Welm, but despises House Crosland and House Morok.
Weapon proficiency, style, expertise: Bludrock's military specializes in heavy infantry combat, outfitting its soldiers in heavy armor and giving them their choice of pole arms, swords, axes, and shields. Many favor heavy weapons such as two handed swords, axes or heavy pikes and spears as to disarm attacking cavalry or overpower lesser trained infantry.
Sigil: https://images4.wikia.nocookie.net/__cb20071005015132/halo/images/b/bc/My_Halo_Emblem.jpg
Colors: Red, yellow, brown
Capital: High Mount
Major Cities: Everwinter, Alcastus
Words: "Forever Vigilant"
Notable Auxiliary Houses: House Wagnar, House Grey
Current Leader: Hector
Culture: Bludrock is a region built on order and production, focusing on tangible concepts rather than the bliss of the abstract. Very conservative, Bludrock has established an ordered society based on a hard day's work, with a rigorous labor program to keep people working and always maintaining a military organization to keep the order. Unlike House Larson who thinks having more swords is the solution to most problems, House Reigncliff simply believes the government should use soldiers to keep order, therefore holding on to a peace through oppression approach. Bludrock is very much concerned with overall industrial production and trade to create prosperity. Everyone works and does their job and everything runs smoothly. Therefore, Bludrock has a very stable economy as the government continually opens up public work projects or brings in other businesses/families into the fold. House Reigncliff has their hands in every aspect of life in Bludrock as a result. The people of Bludrock are often tough and understand their place, becoming outstanding realists even if they are a bit close minded. Also, there is something of a cult of personality, with the people admiring the major houses in the region. House Reigncliff enjoys good relations with House Larson and on/off relationship with House Welm, but despises House Crosland and House Morok.
Weapon proficiency, style, expertise: Bludrock's military specializes in heavy infantry combat, outfitting its soldiers in heavy armor and giving them their choice of pole arms, swords, axes, and shields. Many favor heavy weapons such as two handed swords, axes or heavy pikes and spears as to disarm attacking cavalry or overpower lesser trained infantry.
The Golden Islands
Spoiler:
Ruling House: Taimor
Sigil: Horned Whale
Colors: Gray and Blue
Capital: Rowanion
Major Cities: Dinas, Stormguard
Words: "Of Kin and Country"
Notable Auxiliary Houses: House Ballard, House Harcourt
Current Leader: Elizabeth; her brother is Alexander
Culture: The Golden Islands is a rich, beautiful and prideful region composed of grand cities built on hills, mountains or even on the water itself (such as Dinas, which is the equivalent to Venice). The Golden Islands is a cultural haven, with many of the great authors and artists of Ethora's history coming from this region. While cities are few in number, they are large and beautifully crafted with fine stonework construction. Port villages are common on the coast, as the Golden Islands are built on fishing and trade. As to be expected, the Golden Islands are very peaceful and quite wealthy, with wealth spread out. There is not a large aristocracy in the region, with a greater focus on the middle class. This has created a fairly harmonious society with a happy, optimistic population. House Taimor has great relations with House Welm and fair contact with House Crosland, though does not get along with House Morok or House Reigncliff.
Weapon proficiency, style, expertise: House Taimor has trained a large military force that favors fast paced combat. Specialized in sailing, the navy of the Golden Islands prides themselves on smaller, faster ships designed to outmaneuvered the large ships of Raelus for example. The soldiers that man these ships are well trained, and more than capable sailors, often considered the best in Ethora. The actual speciality of these men revolves sword combat. Lightly armored but well trained, they often use one handed long swords, holding either a smaller sword (duel wielding) or a sturdy shield in the other. Land forces in the Golden Army is rare, but specialize in standard infantry tactics, wearing heavy armor and are equipped with a standard sword and shield.
Sigil: Horned Whale
Colors: Gray and Blue
Capital: Rowanion
Major Cities: Dinas, Stormguard
Words: "Of Kin and Country"
Notable Auxiliary Houses: House Ballard, House Harcourt
Current Leader: Elizabeth; her brother is Alexander
Culture: The Golden Islands is a rich, beautiful and prideful region composed of grand cities built on hills, mountains or even on the water itself (such as Dinas, which is the equivalent to Venice). The Golden Islands is a cultural haven, with many of the great authors and artists of Ethora's history coming from this region. While cities are few in number, they are large and beautifully crafted with fine stonework construction. Port villages are common on the coast, as the Golden Islands are built on fishing and trade. As to be expected, the Golden Islands are very peaceful and quite wealthy, with wealth spread out. There is not a large aristocracy in the region, with a greater focus on the middle class. This has created a fairly harmonious society with a happy, optimistic population. House Taimor has great relations with House Welm and fair contact with House Crosland, though does not get along with House Morok or House Reigncliff.
Weapon proficiency, style, expertise: House Taimor has trained a large military force that favors fast paced combat. Specialized in sailing, the navy of the Golden Islands prides themselves on smaller, faster ships designed to outmaneuvered the large ships of Raelus for example. The soldiers that man these ships are well trained, and more than capable sailors, often considered the best in Ethora. The actual speciality of these men revolves sword combat. Lightly armored but well trained, they often use one handed long swords, holding either a smaller sword (duel wielding) or a sturdy shield in the other. Land forces in the Golden Army is rare, but specialize in standard infantry tactics, wearing heavy armor and are equipped with a standard sword and shield.
Silver Plains
Spoiler:
Ruling House: Crosland
Sigil: https://media.giantbomb.com/uploads/8/88167/1442894-white_mana.png
Colors: Black and off-white
Capital: Lios
Major Cities: Whitewalk, Gallen
Words: "Power lies in Greed"
Notable Auxiliary Houses: House Lolek, House Ethered
Current Leader: William
Culture: The Silver Plains is a region of farmers and merchants with large cities built surrounded by farming villages or port towns. The second of two regions that allow slavery, House Crosland has constructed a hierarchical society built on hard work and high taxes used to fill the coffers of Lord Crosland but also to fund an elaborate trade network. The people are often aware of this, but it is to their benefit as House Crosland has established large roads, grand cities and an excellent flow of foreign goods given the people a great quality of life. This has caused the people of the Silver Plains to be very materialistic and somewhat greedy, but also understanding that one needs to work to obtain such things. This is also a region that is family orientated, in which parents often train their children or send them to schools in order to increase their potential for higher quality of life. The Silver Plains has a wide mix of people and cultures as well, with different cities and districts built with different influences. House Crosland has good relations with House Welm and gets along with House Taimor, but has obtained the ire of House Reigncliff and House Morok.
Weapon proficiency, style, expertise: The Silver plains has produced the best standing calvary in Ethora, with skilled riders who can use many weapons on horseback with ease.
Sigil: https://media.giantbomb.com/uploads/8/88167/1442894-white_mana.png
Colors: Black and off-white
Capital: Lios
Major Cities: Whitewalk, Gallen
Words: "Power lies in Greed"
Notable Auxiliary Houses: House Lolek, House Ethered
Current Leader: William
Culture: The Silver Plains is a region of farmers and merchants with large cities built surrounded by farming villages or port towns. The second of two regions that allow slavery, House Crosland has constructed a hierarchical society built on hard work and high taxes used to fill the coffers of Lord Crosland but also to fund an elaborate trade network. The people are often aware of this, but it is to their benefit as House Crosland has established large roads, grand cities and an excellent flow of foreign goods given the people a great quality of life. This has caused the people of the Silver Plains to be very materialistic and somewhat greedy, but also understanding that one needs to work to obtain such things. This is also a region that is family orientated, in which parents often train their children or send them to schools in order to increase their potential for higher quality of life. The Silver Plains has a wide mix of people and cultures as well, with different cities and districts built with different influences. House Crosland has good relations with House Welm and gets along with House Taimor, but has obtained the ire of House Reigncliff and House Morok.
Weapon proficiency, style, expertise: The Silver plains has produced the best standing calvary in Ethora, with skilled riders who can use many weapons on horseback with ease.
Bayren
Spoiler:
Ruling House: Larson
Sigil: Sword and Shield
Colors: Dark Red and Black
Capital: Redfort
Major Cities: Salamis, Lion's Gate
Words: "Fear Weakness"
Notable Auxiliary houses: House Varrick, House Duval
Current Leader: Erik
Culture: Bayren is a tumultuous region, racked often by economic hardship due to Larson's strong desire for security, paying little heed to economic development outside of public work projects to build roads and walls. Bayren values the military class at the highest and is known for having high taxes to fund its military growth. Bayren's cities are often large but sparse, with small undeveloped farming villages spread throughout. There is also a distinct separation between the rich and poor. People in the Bayren are typically pessimistic and follow the government for the simple fact that they know without it everything would crumble into chaos. However, they have amazing work ethic and show a commitment to better themselves and society around them. It is one of the few regions that has an explicit slavery and labor system in place. House Larson has a poor relations with House Morok and Welm, but manages to get along with its neighbor House Reigncliff.
Weapon proficiency, style, expertise: Despite having a generally small standing military, the forces in Bayren are considered to be among the best trained, specializing in a largely defensive style of combat. Equipped with large tower shields and a mix of one handed spears (such as javelins), swords, axes and maces, the military in Bayren focuses on outlasting the enemy and taking advantage of any weakness that presents itself. Bayren has also has specially trained ranged forces in order to aid in siege defenses. Calvary divisions are rare but present. Bayren also has some of the best military minds, becoming experts in siege and siege defense.
Sigil: Sword and Shield
Colors: Dark Red and Black
Capital: Redfort
Major Cities: Salamis, Lion's Gate
Words: "Fear Weakness"
Notable Auxiliary houses: House Varrick, House Duval
Current Leader: Erik
Culture: Bayren is a tumultuous region, racked often by economic hardship due to Larson's strong desire for security, paying little heed to economic development outside of public work projects to build roads and walls. Bayren values the military class at the highest and is known for having high taxes to fund its military growth. Bayren's cities are often large but sparse, with small undeveloped farming villages spread throughout. There is also a distinct separation between the rich and poor. People in the Bayren are typically pessimistic and follow the government for the simple fact that they know without it everything would crumble into chaos. However, they have amazing work ethic and show a commitment to better themselves and society around them. It is one of the few regions that has an explicit slavery and labor system in place. House Larson has a poor relations with House Morok and Welm, but manages to get along with its neighbor House Reigncliff.
Weapon proficiency, style, expertise: Despite having a generally small standing military, the forces in Bayren are considered to be among the best trained, specializing in a largely defensive style of combat. Equipped with large tower shields and a mix of one handed spears (such as javelins), swords, axes and maces, the military in Bayren focuses on outlasting the enemy and taking advantage of any weakness that presents itself. Bayren has also has specially trained ranged forces in order to aid in siege defenses. Calvary divisions are rare but present. Bayren also has some of the best military minds, becoming experts in siege and siege defense.
Elysia
Spoiler:
Ruling House: Welm
Sigil: Interlocking rings a circle
Colors: Purple on white background
Capital: Somersey
Major Cities: Haven, Edmos
The Words: "Peace through Unity"
Notable Auxiliary Houses: House Wellington, House Mortain
Current Leader: Robert
Culture: Elysia is the least developed, but most peaceful region in Ethora with a greater focus on cooperation rather than strict development. Visitors considered Elsyia to be the retreat of Ethora due to its tranquility. Small cities and villages spread out across the land often populated by farmers and hunters that cooperate with merchants and traders to transport the goods out of the region, either through caravans or ships. Elysia lacks any internal conflict and often strives for the greater good. This makes the people generally well-mannered and kind hearted, always willing to help others. With its small cities, the people of Elysia can be a bit simple minded and are easily amused by the stories of the big cities of Ethora. They are family orientated with an excellent education system in place. House Welm enjoys good relations (especially House Taimor) with most nations except for House Larson and House Reigncliff.
Weapon proficiency, style, expertise: Lacking an imposing military, Elysia has no established specialty, though it has been said they have excellent archers in comparison to other regions.
Sigil: Interlocking rings a circle
Colors: Purple on white background
Capital: Somersey
Major Cities: Haven, Edmos
The Words: "Peace through Unity"
Notable Auxiliary Houses: House Wellington, House Mortain
Current Leader: Robert
Culture: Elysia is the least developed, but most peaceful region in Ethora with a greater focus on cooperation rather than strict development. Visitors considered Elsyia to be the retreat of Ethora due to its tranquility. Small cities and villages spread out across the land often populated by farmers and hunters that cooperate with merchants and traders to transport the goods out of the region, either through caravans or ships. Elysia lacks any internal conflict and often strives for the greater good. This makes the people generally well-mannered and kind hearted, always willing to help others. With its small cities, the people of Elysia can be a bit simple minded and are easily amused by the stories of the big cities of Ethora. They are family orientated with an excellent education system in place. House Welm enjoys good relations (especially House Taimor) with most nations except for House Larson and House Reigncliff.
Weapon proficiency, style, expertise: Lacking an imposing military, Elysia has no established specialty, though it has been said they have excellent archers in comparison to other regions.
Dredris
Brief history:
Spoiler:
Ruling House: Morok
Royal Sigil: Dark Bull
Colors: Black, orange and red.
Capital: Baradoom
Major Cities: Siriuth
The Words: "Our Curse is Our Strength"
Notable Auxiliary Houses: House Cromwell, House Crewe
Current Leader: Marcus
Culture: A region believed to be suffering from a curse, Dredris lacks the wholesome family values of other regions, and is instead primarily concerned with the outside world. With limited farming projects, often serviced by slaves employed by the government, the people of Dredris are either soldiers, miners or traders, working for their families to spread the influence of House Morok. With few cities or towns in the region, Dredris has much of its population working as merchants, selling goods or working schemes in businesses or governments to establish areas of influence and exploitation. It is common for many merchants to get their hands dirty and deal in underhanded markets, working in human and drug trafficking. House Morok is known to work in the black market and have contacts with various dark guilds themselves. As a result, Dredris is a region that is rarely attended with few notable locations outside of the city of Baradoom which is the third largest city in Ethora, only behind Rudell and Lios. A cultural cesspool of foreign and domestic culture, Baradoom has a diverse population but unlike the region of the Silver Plains, it suffers from racism as well. House Morok has no allies in the Kingdoms but only exercises its hate towards House Crosland, Welm and Larson, often ignoring the others.
Weapon proficiency, style, expertise: A strange military system, Dredris has built a military that favors the sneak attack above all else, creating a light footed military at best. Often lightly equipped, Dredris uses lighter weapons with several functions. Often using bows, throwing spears, light swords and axes and light calvary, Dredris rarely engages an enemy head on. Dredris also has a skilled navy, with sturdy ships that have been built to take damage and light ships to navigate open waters.
Royal Sigil: Dark Bull
Colors: Black, orange and red.
Capital: Baradoom
Major Cities: Siriuth
The Words: "Our Curse is Our Strength"
Notable Auxiliary Houses: House Cromwell, House Crewe
Current Leader: Marcus
Culture: A region believed to be suffering from a curse, Dredris lacks the wholesome family values of other regions, and is instead primarily concerned with the outside world. With limited farming projects, often serviced by slaves employed by the government, the people of Dredris are either soldiers, miners or traders, working for their families to spread the influence of House Morok. With few cities or towns in the region, Dredris has much of its population working as merchants, selling goods or working schemes in businesses or governments to establish areas of influence and exploitation. It is common for many merchants to get their hands dirty and deal in underhanded markets, working in human and drug trafficking. House Morok is known to work in the black market and have contacts with various dark guilds themselves. As a result, Dredris is a region that is rarely attended with few notable locations outside of the city of Baradoom which is the third largest city in Ethora, only behind Rudell and Lios. A cultural cesspool of foreign and domestic culture, Baradoom has a diverse population but unlike the region of the Silver Plains, it suffers from racism as well. House Morok has no allies in the Kingdoms but only exercises its hate towards House Crosland, Welm and Larson, often ignoring the others.
Weapon proficiency, style, expertise: A strange military system, Dredris has built a military that favors the sneak attack above all else, creating a light footed military at best. Often lightly equipped, Dredris uses lighter weapons with several functions. Often using bows, throwing spears, light swords and axes and light calvary, Dredris rarely engages an enemy head on. Dredris also has a skilled navy, with sturdy ships that have been built to take damage and light ships to navigate open waters.
- The first "king" in Rudell ventured forth from the south and banded tribes to gather in a new alliance, then called the Confederacy of the Lion. This quest began in 610 HA and was completed by 617 HA.
- 700 HA: The 1st Tribal War amongst Ethorian tribes began. Rudell's son, Leonsbane, claimed victory banding together the tribes that would become Crosland, Reigncliff and Taimor into his Confederacy. He officially proclaimed himself High Chieftain. Though later generations would change the title to "King", a new word invented by the great writer, Belaos in 1000 HA. Rudell was proclaimed the capital in 720 HA.
- 732 HA: The Confederacy fought a lengthy war with the Dwarves called "The Bearded War". It ended in 745 HA after the Dwarves offered peace offerings Reigncliff armies. Starting 747 TA, a period called the "Dwarven Learnings" began. The period lasted till 793 HA, leading to great developments in language, crafts, and many other trades. It is here where the ancient language "Ethorgul" was born, language combining Dwarven and natural tongues of the ancient tribes. This language eventually evolved into the modern day "Ethorian."
- In the 800s HA, several minor rebellions took place. Many of these were quelled by the Confederacy leading to a gradual expansion of the region. Also the beginning of persecutions against followers of Dabel began.
- 1050 HA: The 1st Ethorian-Falke War took place in 1050 HA and took place against the growing Kingdom of Falke in the West which was breathing down their western borders. It was a long and bloody war. Ethora eventually succeeded in pushing Falke back. Following the victory, the Confederacy evolved into a Kingdom, though not without some hesitation by the clan leaders. The 2nd Tribal War began in 1090 HA but only lasted till 1094 HA. The resistance was put down and the Kingdom of Ethora was officially established in 1099 HA with the crowning of "King Leon the Lion." He was something of a tyrant.
- Unity was not picture perfect as several struggles occurred and Ethora entered a state of flux in 1100s and 1200s HA. This time period was known as the "Time of Heroes" in Ethora. The most famous was Isaak who fought and killed the evil sorcerer Gallstaff. Also notable was the founding of House Welm, following the Noble Uprising of 1168 against the tyrant king, Flavius. Other notable heroes included King Eratia who protected the north from Vanaheim in 1190 HA, Isaak's descendent Artur who killed the Black Dragon of Bludrock and founded High Mount and Foror who journeyed into the deep south to found the beautiful nation that would evolve into the cursed land of Dredris.
- In 1335 HA: The Bloody Hill Wars began between House Crosland and House Taimor. The war lasted till 1340 HA, when House Larson and House Leonsbane sent peacekeeping armies to quell the opposing forces.
- 1544 HA: the 2nd Ethorian-Falke War began due to Ethorian aggression on the western borders. It lasted till 1577 with a peace treaty, splitting the middle region that divided them in half.
- 1680 HA: The Border Wars broke out between Reigncliff, Welm, Crosland and Larson.
- 1698 HA: The Border Law was established by the King, ending the war, dividing the territories evenly.
- 1738-1749 HA: The First Slave Uprising.
- 2000-2021 HA: The Second Uprising.
- 2367-2370 HA: New war with Vanaheim, once again ending in stalemate.
- 2532 HA: Ethora declares war on Shinguo, ravaging the southern kingdom and pillaging many of the port towns. In this team, Ethora takes the secrets of improved steel work and ship construction, building ships that are able to establish a system of blockades, dominating the Deep Blue for generations.
- 2538 HA: Ethora "colonized" Eveamoor using their newfound advancements to push out opposing Falke forces.
- 2749-2789 HA: The Golden War between Morok and Taimor began. This war eventually ended in Morokian victory, but is believed to be the reason for their curse as the forces of Morok committed several terrible war crimes against Taimorian citizens.
- 2940-3000 HA: The 3rd and Final Ethora-Falke War. Ended in the founding of Eveamoor and the era of FC despite Ethorian dominance in the war.
- 100 FC: The Grand Council between Ethora, Falke and Eveamoor established a weak alliance.
- 203 FC: Rolsten founded primarily by House Taimor and Falke, as a show of peace and respect. However motivated by Crosland's greed, the good intent goes quickly sour over the course of the next hundred or so years.
- 550 FC: Danger of Mages emerge. Persecution and Unrest begins. Several atrocities spurt up in the north, calling for military action and several near wars.
- 600 FC: The Church of One was founded, causing further religious unrest. Many are executed for their heresy, proclaiming the Council of Nine do not exist.
- 655-755 FC: The Great Persecutions against the Church of One began, pushing them into eventually to Palaven, a developing nation in Rolsten.
- 818-838 FC: The Vanaheim Blockades was a military plan put into action by House Crosland, Morok and Taimor as repentance for the Warmwater altercations. Generally considered a success, this stimulates the economies of these houses for some time, until the Highmen push back.
- 920 FC: The Southern houses engage in a brief war with Raelus over the status of the ZelIslands, a lost colony of Ethora. Taimor proclaims victory over Raelus with Morok's help and the two countries agree to divide the islands amongst themselves.
- 1050-1100 FC: The Great Civil War.
- 1100-1200 FC: The Century of Peace, established to rebuild and develop after the war.
- 1237-1258 FC: Crosland expands their borders at the cost of Reigncliff and Welm through political schemes, corruption and blackmail.
- 1279- 1300 FC: The Third Great Uprising.
- 1320-1350 FC: Third Ethorian-Highmen War
- 1420-1434 FC: The Trader's War
- 1500- 1790 FC: Ethorian Renaissance.
- 1702 FC: Ethorian King marries Eveamoorese Queen, developing a formal alliance. The aid is eventually cut off slowly following the Second Guild Wars. However friendly relations continue.
- 1771 FC: Motivated by the allure of new technology, Ethora proceeds to expand territories, pushing their borders against Vanaheim, Mindirion, Eveamoor, and even pressures countries such as Falke and Miracyia.
- 1781-1786 FC: The Rebellion of House Morok.
- 1792 FC: Current Date
Falke
Spoiler:
Founded: 537 HA
National Capital: Falcon Peak
Major Cities: Kirklandand Skyfall
Language: Falkmor or "Word of the Falcon"
Royal Sigil: A Falcon
Royal Colors: Black, Yellow, White
Words: "Among the Clouds."
Government System: Traditional Feudalism in that the king of Falke gives out land to his subjects in return for loyalty. These gifts of land are governed by the powerful families of House Hawke and House Highborn.
Current King: Frederick Highclaw III
Weapon proficiency, style, expertise: All forces in Falke specialize in archery and the use of spears and cavalry.
Culture: Since Falke's founding, it has always been a region that has attempted to be peaceful, organized and united. However, Falke's attempts have often been in vain, as Falke has been the subject of several invasions and rivalries with other nations, in particular Vanaheim and Ethora. While modern day Falkians do not hold on to the same level of spite towards Ethora or its people, there is still something of a rivalry and apprehension towards them. Most of Falke's dislike has been redirected at Vanaheim, its new rival in the FC era. The people and government of Falke like to think of themselves as open minded people living in a structured ordered society built on the ideals of peace and prosperity. Not as a conservative or self centered as Ethora's populace, Falke does keep its own hierarchy established in its social order with limited social mobility. However, Falke has a greater sense of social equality, limiting dissatisfaction in its population. Many Falke systems are content with their way of life, especially considering the social institutions in place, as Falke is a small(er) yet developed nation with an excellent education system and cultural developments. Falke is well renowned for its contributions to the arts.
Brief History:
National Capital: Falcon Peak
Major Cities: Kirklandand Skyfall
Language: Falkmor or "Word of the Falcon"
Royal Sigil: A Falcon
Royal Colors: Black, Yellow, White
Words: "Among the Clouds."
Government System: Traditional Feudalism in that the king of Falke gives out land to his subjects in return for loyalty. These gifts of land are governed by the powerful families of House Hawke and House Highborn.
Current King: Frederick Highclaw III
Weapon proficiency, style, expertise: All forces in Falke specialize in archery and the use of spears and cavalry.
Culture: Since Falke's founding, it has always been a region that has attempted to be peaceful, organized and united. However, Falke's attempts have often been in vain, as Falke has been the subject of several invasions and rivalries with other nations, in particular Vanaheim and Ethora. While modern day Falkians do not hold on to the same level of spite towards Ethora or its people, there is still something of a rivalry and apprehension towards them. Most of Falke's dislike has been redirected at Vanaheim, its new rival in the FC era. The people and government of Falke like to think of themselves as open minded people living in a structured ordered society built on the ideals of peace and prosperity. Not as a conservative or self centered as Ethora's populace, Falke does keep its own hierarchy established in its social order with limited social mobility. However, Falke has a greater sense of social equality, limiting dissatisfaction in its population. Many Falke systems are content with their way of life, especially considering the social institutions in place, as Falke is a small(er) yet developed nation with an excellent education system and cultural developments. Falke is well renowned for its contributions to the arts.
Brief History:
- Pre 537 HA: A strong clan led by a Falconious Highclaw bands together and defeats many tribes in western lands, absorbing them into their clan and developing into a large nation over time.
- 537 HA: One Year War with Clan Hawke, their rivals in the east. Following the defeat, Clan Highclaw bands together the major clans under a single banner. That banner was called Falke.
- 592 HA: Falke gradually consolidated power. Fildon, son of Falconious, devised a fiefdom system to divide the clan amongst the loyal clans. In return for protection and permission to live on the land, the clan leaders called Dukes in this system would pledge loyalty and service to the King. The Dukes would do what they wish with the land, though many would divide the land amongst family members (titled Vassals). Vassals would oversee the land as farmers, merchants and etc would live their ives. Vassals would be responsible for taxing collecting as such as well. The system was gradually refined, before it reached its peak efficiency by the end of the Heroic Age.
- 713 HA: First Clan rebellion as House Highborn was displeased with borders. Ended with Highborn expanding slightly.
- 839 HA: Falke expands into modern day Eveamoor. New houses are founded including House Raven and others.
- 947 HA: Rise of King Frederick who revises the Feudal system to re-establish King's rule over the other houses, as House Highborn and House Hawke's powers were growing too large to maintain. King Frederick used a mix of political schemes and military prowess to do this.
- 1050 HA: The 1st Ethorian-Falke War.
- 1235 HA: The Noble Bird ship is launched to scout the Calm Blue.
- 1367-1400 HA: Falke engages in a war with Miracyia over northern borders. Ends in Falke's defeat.
- 1544-1577 HA: The 2nd Ethorian-Falke War began due to Ethorian aggression.
- 1589 HA: Cape Falcon blockade
- 1621 HA: The Navy rebellion, including in a Falkian group of pirates led by Lord Jaime is founded. They are eventually dispatched or defect to Highmen pirate groups over the course of the next 100 years.
- 2532 HA: Falke avoids war with Vanaheim but continues to deal with piracy. Falke attempts to rebel at times, but is unable to overcome trials in Calm Blue.
- 2601-2603HA: Falke-Highmen War. The war ultimately ended in stalemate.
- 2716 HA: Falke sends cavalry to Ethora to participate in tournaments and dominates competition, fueling a rivalry between the nations.
- 2940-3000 HA: The 3rd and Final Ethora-Falke War. The war itself lasted for quite a while across the central lands of Aerion, with neither side giving way for quite some time. However, the war ended one day, with the two sides attempting to reconcile their differences with the founding of Evamoor and the era of FC.
- 100 FC: The Grand Council between Ethora, Falke and Eveamoor established a weak alliance.
- 454 FC: Brief War with Eveamoor over borders. Ends in peace.
- 717 FC: Falke decrees that Mages are a danger to society, sending them to jail.
- 867 FC: Negotiations with the close-minded Rastra allow for Falke to help construct the port town of Eleusis, located at the desert nation as a mid-way town ships may rest at on its way to the lands in the Trader's Waters. The port town has become largely unbound by any one nation, but mostly consists of Falkans and outcasted Rastrans.
- 943 FC: The Flood. A day marked by a large earthquake said to erupt in the Calm Blue, which caused a tsunami to flood the coasts of Falke, and parts of southern Miracyia.
- 1100s FC: Much like Ethora, the century was marked largely by an era of attempted peace and prosperity, which was essentially successful.
- 1348 FC: A new religion based on the elements arises in the southern regions of Falke.
- 1546FC: Near War with Vanaheim. A certain level of rigidness developed in the minds of many believing total war with the country would one day be inevitable.
- 1632 FC: The tragedy of the Eagleclaw, where the ship was sunk carrying a colossal amount of gold. Rumors circulated that Vanaheim pirates were to blame, but nothing was ever confirmed. This continued to develop tension between the two countries.
- 1687 FC: At a point when Falke and Vanaheim could go to war any day, a lady of House Highborn fell in love with a well-known Vanaheim pirate and set off to sea with him. This was despicable to House Highborn, but in reality, because of the close relationship believed to be had between pirates of Vanaheim and the crown, might have actually prevented war from occurring between the two countries for a while.
- 1792 FC: Current Date
Vanaheim
Spoiler:
Founded: 206HA
Capital: Gryfor
Major Cities: Dergen, Renvall, Borr
Language: When the original humans separated and moved to form their own distinct countries, the people of the land that would be known as Vanaheim crafted a language based off the ruins of those who had inhabited the land many years prior. It is from this ancient language that the people of Vanaheim established their own tongue. They called it Ormurmal, "Language of the Dragons". Vanaheim is proficient in the Common tongue as well, and Ormurmal has become largely ceremonial.
Flag/Banner: https://t2.ftcdn.net/jpg/00/10/50/93/400_F_10509368_CulgwfyOHYlHvkBdQRVC2ZOCiDb06Py9.jpg
Colors: Grey
Government System: Vanaheim is ruled by their High King by blood and divine right. This throne has been challenged much in the past. The High King's word is law, and those under him must obey and respect his will. A High King who does not hold the respect of the people is an unwanted position to be in. Directly under the High King is the Maerr (Maerrun plural), the Vanaheim equivalent of a Lord. The Maerrun rule Vanaheim's cities as well as the surrounding territory around those cities, known as provinces. There are 6 Provinces of Vanaheim. Snowshire makes up on giant Province. The Maerrun rule these Provinces, while the King gets reports from a Maerr and rules the country as a whole.
Current Ruler: High King Ranulf "Ironfist" Hroaldr
Culture: The people of Vanaheim, known as the Highmen, are a warrior race, and are known by other races to be highly militaristic. They are excellent sailors, one of their major tools of trade, and own some of the best vessels in all of Aerion. Because of this, however, many in the nation also choose the life of piracy, primarily against ships of other nations, and on few occasions, port cities. They are generally enthusiastic warriors, and excel in all manner of warfare, but particularly at the sea level. Highmen have a deep dislike for most other countries besides their own, viewing them as inferior in strength, culture and religion. Above all else in their culture, however, is the pursuit for honor and glory. It is said that to take away a Highman's pursuit at this is to take away their soul itself. No man or woman of Vanaheim is worth anything without such traits. A great emphasis is also placed on the family. Highmen are among the most devout followers of tradition.
Weapon Proficiency, style, expertise: The people of Vanaheim make excellent sailors, probably the best of any country, or at least one of the best. They prefer to use less armor in combat, and instead wear animal pelts like wolfs and bears. Highmen make the best axes in all of Aerion, and many of their warriors are quite proficient in the use of them. They also make excellent blacksmiths.
Brief History:
Capital: Gryfor
Major Cities: Dergen, Renvall, Borr
Language: When the original humans separated and moved to form their own distinct countries, the people of the land that would be known as Vanaheim crafted a language based off the ruins of those who had inhabited the land many years prior. It is from this ancient language that the people of Vanaheim established their own tongue. They called it Ormurmal, "Language of the Dragons". Vanaheim is proficient in the Common tongue as well, and Ormurmal has become largely ceremonial.
Flag/Banner: https://t2.ftcdn.net/jpg/00/10/50/93/400_F_10509368_CulgwfyOHYlHvkBdQRVC2ZOCiDb06Py9.jpg
Colors: Grey
Government System: Vanaheim is ruled by their High King by blood and divine right. This throne has been challenged much in the past. The High King's word is law, and those under him must obey and respect his will. A High King who does not hold the respect of the people is an unwanted position to be in. Directly under the High King is the Maerr (Maerrun plural), the Vanaheim equivalent of a Lord. The Maerrun rule Vanaheim's cities as well as the surrounding territory around those cities, known as provinces. There are 6 Provinces of Vanaheim. Snowshire makes up on giant Province. The Maerrun rule these Provinces, while the King gets reports from a Maerr and rules the country as a whole.
Current Ruler: High King Ranulf "Ironfist" Hroaldr
Culture: The people of Vanaheim, known as the Highmen, are a warrior race, and are known by other races to be highly militaristic. They are excellent sailors, one of their major tools of trade, and own some of the best vessels in all of Aerion. Because of this, however, many in the nation also choose the life of piracy, primarily against ships of other nations, and on few occasions, port cities. They are generally enthusiastic warriors, and excel in all manner of warfare, but particularly at the sea level. Highmen have a deep dislike for most other countries besides their own, viewing them as inferior in strength, culture and religion. Above all else in their culture, however, is the pursuit for honor and glory. It is said that to take away a Highman's pursuit at this is to take away their soul itself. No man or woman of Vanaheim is worth anything without such traits. A great emphasis is also placed on the family. Highmen are among the most devout followers of tradition.
Weapon Proficiency, style, expertise: The people of Vanaheim make excellent sailors, probably the best of any country, or at least one of the best. They prefer to use less armor in combat, and instead wear animal pelts like wolfs and bears. Highmen make the best axes in all of Aerion, and many of their warriors are quite proficient in the use of them. They also make excellent blacksmiths.
Brief History:
- 206HA: Gylphi the Great crowned first king of Vanaheim.
- 240HA: Gryfor established as Capital of Vanaheim.
- 355HA: Eugard the Destroyer, one of the fiercest heroes in Vanaheim's history, mysteriously vanishes in an expedition to Sky Sharp Mountains. He is believed to have died there. Because he was never actually believed to be killed in battle, the people of Vanaheim often turn to him when describing warriors who remain undefeated throughout their lives, and strive to be as he was in combat. In his life, he was said to be a man of incredible stature with patience on a short fuse. He would cut down anyone in his path, no matter how strong or large.
- 602HA: Maerr Edgar Alfric of Rugard, a northern city in Vanaheim becomes first noble to become a privateer, and afterwards full-fledged pirate. The result caused a period of intense piracy in and around the shores of Vanaheim that continues to this day. Edgar Alfric, who became known as Edgar the Beserker, became a symbol to other pirates as the beginner of an era. He is often referred to by pirates of Vanaheim nowadays as a good luck charm.
- 650-667HA: Vanaheim-Miracyia pirate skirmish.
- 870HA: High King Adriac assassinated by his cousin Yore Isle for the throne.
- 1024-1033HA: The period of time where it is said the greatest bout between a hero and villain took place in Vanaheim's history. Barin and Borin were two men who lived very different lives, one choosing the live of a protector of a Maerr while the other choosing to turn to the life of piracy. It is said that both were excellent at their professions, and for almost a decade, the two men clashed with each other in major battles, neither getting the better of the other. They were said to hate each other tremendously. In one particular conflict, a fire broke out in the village where the two clashed. Putting aside their differences, the two of them rescued the town from the fire, only to pay with their lives. The tale is told to young children of Vanaheim to show the comradery expected of them towards their country, no matter how different their lives are, and no matter how different the man standing beside you may be.
- 1190-1191HA: First Ethoran-Highmen war.
- 1247HA: High King Gylphi IV dies after attempting an expedition into the unknown island of Drakin. No future attempts for an expedition were carried out for a long time, causing the island to fall into legend and the people of Vanaheim to believe it to be a cursed island.
- 1298-1300HA: War between Eveamoor and Vanaheim, resulted in stalemate, but under the conditions of monetary items given to Vanaheim.
- 1323HA: Colony established on Snowshire.
- 1329-1380HA: Rule of High King Mikal. Mikal was known for his hatred of the other races, and adopted many policies to make Vanaheim free of other races, and home only to the Highmen. His policies included banning of other races in certain public and private areas, and marriage forbidden between a Highmen and another race, and other restrictions. His influence has caused a lot of hatred for other races for quite a while, and although somewhat dropping, continuing on through modern history.
- 1498HA: Pirates sack the capital city of Aurur, Snowshire. High King Gellad of Vanaheim led an expedition into Snowshire and reclaimed the island a few months later.
- 1512-1513HA: Pirate activities cause a mass invasion of Snowshire, once again claiming the colony under pirate rule. High King Gellad leads a second expedition to reclaim the island, but dies in the process. His son, High King Ausfult, manages to reclaim the island after an intense year of battling.
- 1589HA: Disputes with Falke lead to the Great Blockade, a blockade of Cape Falcon by the Highmen ship armada. Blockade lasted for two months before a settlement was reached.
- 1664-1668HA: High King Qumen killed in a raid by pirates off the coast of Vanaheim. The result led to his son, High King Oliraand to commence in what would be known as the "Noble War", a war set to rid piracy off the coast of Vanaheim forever. It was one of the most bloodiest conflicts in Vanaheim's history. By the apparent end of the war, High King Oliraand boldly proclaimed the "End of Piracy".
- 1689HA: Snowshire once more claimed by pirates in a mass invasion organized by "The Reaper", a no-named buccaneer thought to be the greatest pirate in Vanaheim's history.
- 1691HA: Unsuccessful attempt to reclaim Snowshire from pirates.
- 1693HA: Second attempt to reclaim Snowshire also unsuccessful. A third attempt was made later in the year, which was also unsuccessful. This would be the final attempt for a while.
- 1709HA: High King Gylphi VII, also called "Gylphi the Wild" ascends to the throne. Several months later, he stages a plan and destroys all major cities of Snowshire through his armada of ships. The Reaper is said to have died in the bombardment, while others said he fled. Either way, the pirate was never seen or heard from again.
- 1890-1903HA: Period in Vanaheim's history known as the Secret Revolution. High King Alesir had fallen sick to a disease and, on his deathbed, announced that he did not wish his son to become the new king of Vanaheim because of his incompetence and lack of ability in fighting. Instead, the throne was passed onto Alesir's childhood friend, Borir. The only problem to many was that Borir was well-known to be a pirate. Nevertheless, High King Borir took the thrown, and became the first pirate to become High King. During his primary years on the throne, he constantly traced back to his roots, allowing a lot of leeway for pirates, and even giving many land on Snowshire. In return, piracy against the people of Vanaheim was greatly reduced, and instead focused on foreign ships and countries. It is said that the pirates would forward part of their winnings to Vanaheim in this agreement, but that was never proved. All of this was said to be written up in a document called the Pirate Accords, but again, it was never proved. High King Borir had multiple assassination attempts on his life for such rumors and for his governing policy in general, but all were unsuccessful. Soon, the people of Vanaheim were beginning to realize the great amount of profit the High King was making for the country, and in turn for them. This greatly began increasing his popularity among the people, and eventually, no more assassination attempts were ever made again. When High King Borir finally died of old age, a new precedent was set for future kings that would be followed, and ultimately change Vanaheim's history forever. Parts of Snowshire had permanently become a gathering place and safe haven for pirates, but Snowshire as a whole was still a colony of Vanaheim. Piracy against Vanaheim's ships was greatly reduced, and remained this way throughout its history to this day.
- 2254HA: Averted full-scale war with Miracyia thanks to diplomatic negotiations by High King Diggon, or as the people of Vanaheim referred to him, High King Diggon the Coward. Diggon made an attempt to avoid any unnecessary wars with other nations, and was a spokesman for peace among all nations. He was popular outside the country, but not internally.
- 2357HA: Assassination of High King Diggon. Sarmin the Bold, later renaming himself High King Gylphi XII, takes over the throne.
- 2367-2370HA: High King Gylphi XII of Vanaheim goes to war with Ethora. Second Ethoran-Highmen war. Ended in stalemate because terrain caused neither country to commit to an invasion.
- 2532HA: Falke and Vanaheim nearly avert war, but tensions remained high. Pirate activity focused quite a bit on them for years to come.
- 2601-2603HA: Falkan-Highmen War. Ends in stalemate.
- 2712-2715HA: Vanaheim exploits Minidirion's Reckoning fall, resulting in a very one-sided conflict landing Vanaheim territory over western mountains of Mindirion. Unbeknownst to Vanaheim, the mountains are filled with orcs, causing problems to Vanaheim's southern borders for years to come.
- 2770-2820HA: High King Aurogart ascends to the throne. He is also called Aurogart the Explorer, as he constantly sent ships for exploration purposes, including the lands which would later be known as Rolsten and Shinguo. Aurogart also sent the first ever second expedition to Drakin. The daring explorers never returned, much like the first exploration led by King Gylphi IV.
- 2950HA-50FC: Establishment of Eveamoor as a country has led many outcasts of Vanaheim (and other countries) to leave their home in what was called "The Great Migration".
- 205FC: Piracy attacks begin on the north of Rolsten, with pirates eager to claim the wealth of the colony for themselves.
- 750-800FC: Vanaheim Pirates make prolonged raids on Rolsten and Ethora's southern shores. The Vanaheim Maerrun and High King maintain innocence of any involvement with the acts of pirates during this time. Period known as the Warmwater Altercations.
- 855FC: Vanaheim ships engage with ships from Ellessar after an explosion on an Ellessarian ship occurs, resulting in blame falling on Vanaheim. Vanaheim deny the claims, and an altercation at sea occurs, resulting in a victory by Vanaheim. Total war averted after negotiations occur.
- 1149FC: The Burning Winter, an event of unknown cause in which multiple villages in Eastern Vanaheim close to the coast were burned to the ground by an unknown source.
- 1248FC: Ruld Gulfir writes, 'The Ways of our Forefathers', a book detailing how he believed the people of Vanaheim were naturally better in any feat they choose to achieve, and believed that it is the destiny of Vanaheim to rule all of Aerion. The book was popular in numerous parts of the country, and instilled a renewed nationalism into many, as well as racism towards other nations.
- 1335FC: Vanaheim sinks Shinguo ships in the Deep Blue. Tensions were high for a while, but cooled down.
- 1350-1370HA: Large scale conflict erupts with Ethora ultimately leading to a third Ethora-Highmen war.
- 1546FC: War nearly averted with Falke. Tensions remain high with the country.
- 1632FC: Falkan ship, the Eagleclaw mysteriously sinks off of Cape Falcon. The Eagleclaw was carrying a large amount of gold. Rumors said that Vanaheim pirates were to blame, but nothing was ever confirmed. Tensions continue to remain high between the countries.
- 1687FC: The union of a noble of House Highborn of Falke and Vanaheim Pirate Moriggan temporarily cools tensions between Falke and Vanaheim.
- 1792FC: Current Date
Eveamoor
Spoiler:
Founded: 0 FC
National Capital: Dalenham
Major Cities: Yamcha, Curilan
Language: Ethorian
Royal Sigil: The Mountain of Solace (The mountain Dalenham is built near)
Royal Colors: Emerald Green and Red
Words: "United We Stand"
Government System: Eveamoor is ruled traditionally by a popular monarch in that one is elected by the people for life. However, in recent years the rise of guilds has made many of these elections fixed by the heads of these guilds. The Guilds hold the real power in Eveamoor.
Current Queen: Madelaine Elizabeth Robertson the Sky Queen
Weapon proficiency, style, expertise: Nothing notable.
Culture: Ruled by guilds, Eveamoor can be considered a dog-eat-dog country in which life is what you make out of it. Depending on where you live and profession, many people find themselves working in association or for guilds, earning whatever coin they can to support their family. In a sense, Eveamoor is built on cooperation, yet corruption has run rampant, causing a great deal of upheaval from lower-class citizens. With a ruling elite, Eveamoor has an often disgruntled and self sufficient population that has grown progressively more self centered, losing the stability that once existed. The philosophy that once bonded the nation together has led to a significant disconnect in the population due to the manifestation of greed.
Major Guilds/Families:
National Capital: Dalenham
Major Cities: Yamcha, Curilan
Language: Ethorian
Royal Sigil: The Mountain of Solace (The mountain Dalenham is built near)
Royal Colors: Emerald Green and Red
Words: "United We Stand"
Government System: Eveamoor is ruled traditionally by a popular monarch in that one is elected by the people for life. However, in recent years the rise of guilds has made many of these elections fixed by the heads of these guilds. The Guilds hold the real power in Eveamoor.
Current Queen: Madelaine Elizabeth Robertson the Sky Queen
Weapon proficiency, style, expertise: Nothing notable.
Culture: Ruled by guilds, Eveamoor can be considered a dog-eat-dog country in which life is what you make out of it. Depending on where you live and profession, many people find themselves working in association or for guilds, earning whatever coin they can to support their family. In a sense, Eveamoor is built on cooperation, yet corruption has run rampant, causing a great deal of upheaval from lower-class citizens. With a ruling elite, Eveamoor has an often disgruntled and self sufficient population that has grown progressively more self centered, losing the stability that once existed. The philosophy that once bonded the nation together has led to a significant disconnect in the population due to the manifestation of greed.
Major Guilds/Families:
The Golden Authority Merchants Guild; ruled by House Castell (founded in 410 FC)
The Shadowfox Guild, a Merchant's and Thieves Guild; ruled by House Eyston (founded in 500 FC)
League of Warriors, a fighter's guild; ruled by House Rosland. (founded in 378 FC)
The S.S "Steel Safe" ; ruled by House Sanburne (Banking guild, dealing in underhanded manners including information, prostitution, human trafficking, drugs, etc) (founded 1256 FC)
Minor Guilds:The Shadowfox Guild, a Merchant's and Thieves Guild; ruled by House Eyston (founded in 500 FC)
League of Warriors, a fighter's guild; ruled by House Rosland. (founded in 378 FC)
The S.S "Steel Safe" ; ruled by House Sanburne (Banking guild, dealing in underhanded manners including information, prostitution, human trafficking, drugs, etc) (founded 1256 FC)
The Hounds: Hunting Guild and affiliates
Burning Anvil: Smithing guild, associated with House Castell
The White Guardians: Assassin's Guild
The Peddlers: Another minor Thieves Guild
Brief History:Burning Anvil: Smithing guild, associated with House Castell
The White Guardians: Assassin's Guild
The Peddlers: Another minor Thieves Guild
- 0FC: Founded out of peace between Falke and Ethora
- 100 FC: The Grand Council between Ethora, Falke and Eveamoor established a weak alliance.
- 235-243FC: The Reign of the lax Prince sinks Eveamoor into economic unrest.
- 267 FC: Various businesses bond together forming guilds based on the manner of business alliances shown in Ethora and Falke. Operate in a more council manner in the beginning before ruling houses and business people cause many to operate in a hierarchal manner.
- 303FC: The establishment of a Popular Monarchy begins after several incapable kings/queens rule in the lax Prince's wake.
- 394FC: Laws concerning Guilds are passed, giving them room to operate in a free market economy.
- 454FC: Brief War with Falke over borders. Ends in peace.
- 634FC: Barters with Dwarves and Elves, and acquire new trade valuables.
- 776FC: Formal navy is formed, modeled after trade ships.
- 803FC: First Church of One opens.
- 806FC: Elections are fixed by major families.
- 843FC: The "secret" agreement is made amongst the families.
- 903FC: Tax laws become lax.
- 1379FC: Occupy Dalenham Movement.
- 1381FC: Martial Law is established. Movement dies.
- 1463FC: The Guild Wars begin as the individual wars conspire against each other, slowly driving the country into economic ruin. Let's just say the Assassin Guilds get rich off this.
- 1507FC: Infrastructure begins to decline as guilds stop supporting country and hoard wealth.
- 1589FC: Second Rebellion begins. Easily quelled after some agreements are made.
- 1600s FC: Northern and Southern families/guilds attempt numerous tactics to stimulate growth in their regions and guilds but cannot stimulate anything without cooperation from other families. Due to distrust, no one agrees to anything for long. Eveamoor collapses.
- 1702FC: Ethorian King marries Eveamoorese Queen, developing a formal alliance between figureheads. Economy is stimulated for a time due to Ethorian aid.
- 1760FC: Ethorian aid is removed due to internal struggles and the second Guild Wars begin, though they are more subtle the previous conflicts.
- 1792FC: Current date.
Mindirion
Spoiler:
Founded: 9,358 CE
National Capital: Barazir
Language: Remkhuz or "Speak like a Dwarf"
Royal Sigil: Helmet of Thordain
Royal Colors: Blood Red and Black
Words: "Hard as Stone"
Government: Absolute Monarchy ruled by the Emperor or the Rasuh Etar. There is also the Grand Assembly (Mafol) which is composed of the leaders of all the major clans (now referred to as houses or Zoden).
Current Rasuh Etar: Orthen Durgon; son Danull Durgon
Weapon proficiency, style, expertise: Dwarves favor heavy armor and large powerful weapons, often used to end a fight quickly due to their low endurance.
Culture: Much of the culture of the Dwarves has been lost following the closing moments of the HA period leaving Mindirion as a shell of its former self. Organized in a strict caste society, Mindirion is currently rebuilding with a small elite ruling class guiding a growing middle class through a careful reconstruction. Dwarves favor organization, meticulous design, and wealth above all else and society has been guided by this for some time, hence the establishment of a caste based society, organized cities divided into different specialized sections, a specialized military and a commitment to mining, smithing and trading. Dwarves traditionally live in mountains, in close proximity to valuable stones. Ie. Dwarves like shiny things.
Brief History:
National Capital: Barazir
Language: Remkhuz or "Speak like a Dwarf"
Royal Sigil: Helmet of Thordain
Royal Colors: Blood Red and Black
Words: "Hard as Stone"
Government: Absolute Monarchy ruled by the Emperor or the Rasuh Etar. There is also the Grand Assembly (Mafol) which is composed of the leaders of all the major clans (now referred to as houses or Zoden).
Current Rasuh Etar: Orthen Durgon; son Danull Durgon
Weapon proficiency, style, expertise: Dwarves favor heavy armor and large powerful weapons, often used to end a fight quickly due to their low endurance.
Culture: Much of the culture of the Dwarves has been lost following the closing moments of the HA period leaving Mindirion as a shell of its former self. Organized in a strict caste society, Mindirion is currently rebuilding with a small elite ruling class guiding a growing middle class through a careful reconstruction. Dwarves favor organization, meticulous design, and wealth above all else and society has been guided by this for some time, hence the establishment of a caste based society, organized cities divided into different specialized sections, a specialized military and a commitment to mining, smithing and trading. Dwarves traditionally live in mountains, in close proximity to valuable stones. Ie. Dwarves like shiny things.
Brief History:
- Before 5000CE: Dwarves were created and lived peacefully. Retreated to mountains early due to love of resources that were discovered. Enjoyed mining and crafting. Bonded with gods.
- 5000CE: Dabel's forces created. Caused surface dwarves to retreat into caves. Some forces fought, but lost.
- 5000CE-2000 CE: The Hiding period. Dwarven society is organized and engrained into tradition. Many customs that were established in the early years were lost in favor of new traditions. The first purging of the Mafol took place at 2560 CE in an attempt to remove weak families from the Mafol as they weakened the strength of the empire, but also the abudance of families made the Mafol unable to make swift decisions.
- 1990CE-1320CE: The Driving out of evil from the land, including demons and orcs
- 1300CE-1HA: Dwarves spilt into the Mountain Dwarves and Surface Dwarves. Surface Dwarves left the mountains and spread out, often bringing teachings to other regions. Mountain Dwarves returned to caves and stayed in the empire. Surface Dwarves cannot return to Mindirion as they are condemned.
- 216HA: The Elves and the Dwarves fight. Leads to the rise of Glodin the Great, a Dwarven king.
- 220HA: The Second Purge of the Mafol takes place as Glodin removed disloyal families from the Mafol.
- 732HA: the Confederacy fought a lengthy war with the Dwarves called "The Bearded War". It ended in 745 HA after the Dwarves offered peace offerings Reigncliff armies. Starting 747 TA, a period called the "Dwarven Learnings" began. The period lasted till 793 HA, leading to great developments in language, crafts, and many other trades. It is here where the ancient language "Ethorgul" was born, language combining Dwarven and natural tongues of the ancient tribes. This language eventually evolved into the modern day "Ethorian."
- 790-817HA: The Elves and Dwarves engage in another bloody skirmish leading to the rise of Gimili the Warrior.
- 1536-1800HA: The Old War begins between the Elves and Dwarves. This war was largely fought in the caverns and forests of the two kingdoms and is obscure. Leads to many great war figures in each history.
- 2387-3000HA: The 3rd Purge takes place and the reckoning of Mindirion is a end result. The reckoning is a combination of civil wars, rebellions and general chaos. Mindirion is considered to have fallen by the end of this period and has since been rebuilding.
- 1792FC: Current date.
Miracyia
Spoiler:
Founded: 3,330 CE (Following their exodus)
National Capital: Estel (Hope)
Major Cities: Aranwar, Fornond
Language: Elvish or Eldaquente (Elf speak)
Royal Sigil: The hands of Tella
Royal Colors: Dark Green and White
Words: "One World. One People."
Government: The Elves are traditionally lead by a congress of Kings or Druids. Each Druid leads a number of clans and these Druids meet together in times of need. At the current time, they are 3 total.
Current High Druids: Thalion, Vanya and Locien
Weapon proficiency, style, expertise: Elves employ the use of light armor and weapons, often dual wielding small swords or daggers and using long ranged weapons such as bows.
Culture: Elven culture is built around peace and appreciation of nature. Elves as a result, being wise, have stayed sheltered in recent generations as to avoid the warfare waged by their human counterparts. Divided into different tribes to allow Elves to affiliate with groups that share their belief systems, the Elves live fairly independent lives as a progressive, liberal people believing in equality amongst others. Elven pleas for peace and tradition have fallen on deaf ears in recent years, causing the Elves to dig themselves in a hole only associating with Falke on any level.
Brief History:
National Capital: Estel (Hope)
Major Cities: Aranwar, Fornond
Language: Elvish or Eldaquente (Elf speak)
Royal Sigil: The hands of Tella
Royal Colors: Dark Green and White
Words: "One World. One People."
Government: The Elves are traditionally lead by a congress of Kings or Druids. Each Druid leads a number of clans and these Druids meet together in times of need. At the current time, they are 3 total.
Current High Druids: Thalion, Vanya and Locien
Weapon proficiency, style, expertise: Elves employ the use of light armor and weapons, often dual wielding small swords or daggers and using long ranged weapons such as bows.
Culture: Elven culture is built around peace and appreciation of nature. Elves as a result, being wise, have stayed sheltered in recent generations as to avoid the warfare waged by their human counterparts. Divided into different tribes to allow Elves to affiliate with groups that share their belief systems, the Elves live fairly independent lives as a progressive, liberal people believing in equality amongst others. Elven pleas for peace and tradition have fallen on deaf ears in recent years, causing the Elves to dig themselves in a hole only associating with Falke on any level.
Brief History:
- Before 5000CE: Elves lived peacefully scattered throughout the world. During this time they was no official government or sense of unification. Elves met the dwarves with little spite and was even at peace. It is believed the Elves saw and bonded with the gods at this time.
- 5000CE: The first orcs, demons and monsters roam free. They raped, pillaged and destroyed many of the elf homes. Elves fought back, with some help from the Dwarves. However, they were driven back and lost many in the process.
- 4000CE: The Elves began to concede defeat as the Dwarves retreated to their caves and strongholds, claiming they have their own problems to figure out. The Elves slowly retreated hoping to find a new home safe from the evil of Dabel. So began the Great Pilgrimage.
- 3500CE: The Elves after much searching and fighting, find the forests they are now named "Tellaryn."
- 3330CE: Miracyia is founded after the first Druid Queen unites the Elven peoples.
- 1990-1320CE: Elves and Dwarves come from their hiding places and help the newly arrived humans drive out the evil of Dabel.
- 1300-1HA: Elven teachings are spread to the humans of the west, namely the present day Falkians.
- 113HA: Elves experience their first bout of internal strife as the elf Anduin creates a sacred ring, and uses it for evil. Anduin retreats southward and builds a great fortress of darkness. Anduin's younger brother, Estel, rises to stop him and leads a fellowship to stop. Estel is victorious and returns as a hero. The capital of Miracyia is named after him.
- 216HA: The Elves and the Dwarves fight. Leads to the rise of Glodin the Great, a Dwarven king.
- 333HA: The Legend of Airea. Elvish princess is kidnapped. Saved by Hero. You get the idea.
- 390HA: The Bloody princess myth.
- 538HA: Elves recognize the kingdom of Falke's founding. Aid in its creation.
- 650-667HA: The Elves feud with Vanaheim.
- 790-817HA: The Elves and Dwarves engage in another bloody skirmish leading to the rise of Legolas the Archer.
- 1118-1200HA: The Elves travel to Rolsten, Shinguo, and Ethora seeking trade.
- 1536-1800HA: The Old War begins between the Elves and Dwarves. This war was largely fought in the caverns and forests of the two kingdoms and is obscure. Leads to many great war figures in each history.
- 1801HA: Both come to peace terms.
- 2000HA: Elves agree to new terms for trade with several nations. Conceive the first real map of the world.
- 2438HA: The rise of the great druid, Elrin who establishes peace between the feuding elven tribes.
- 2800-3000HA: The First and last Elven Civil War begins with the death of Elrin. Ends in the splitting of the Elven kingdom into 3 tribes. The Wood Elves of the south, the Imperial Elves to the North and the Tellasons to the West.
- 1050FC: Founding of the Mage's Guild by Elves.
- 1792FC: Current Date
Ellessar
Spoiler:
Founded: 378FC
Capital: Tallis
Major Cities: Irus
Language: The people of Ellessar speak the Common tongue of Ethora
Sigil: A black helmet in the center showing five silver swords extending from it.
Colors:Silver and Black.
Words: "Strength through Order."
Governing System: Oligarchy- Ruled by the Silver Authority. The Silver Authority is an oligarchic-based ruling system, headed by the 5 Regulators of the Authority. Each Regulator has the same amount of power, and demand absolute rule of the city-state of Ellessar. A policy can be overruled by a majority vote of the 5, and new policies can be implemented by a majority vote. If a Regulator of the Silver Authority were to die or step down from rule, the others would vote in a new member of their choosing.
Current Rulers: The Silver Authority
Weapon Proficiency: Ellessar, besides being known for their well-crafted ships, are also known for their swordsman. Swordsman of Ellessar are among the finest not only in Rolsten, but in all of Aerion.
Culture: The people of Ellessar are considered intelligent and known for a proficiency in abstract thinking. They are well-educated and well-spoken. Though less physically imposing than the other races, the people of Ellessar are shrewd diplomats and traders. It is for these reasons people of Ellessar are among the best in business terms, and a reason their city-state is quite prosperous (although a contributing factor could also be the rich land of Rolsten itself). The people of Ellessar also have a maintained sense of order and stability, both within their city-state and without. Being the oldest of the city-states, they take it upon themselves often to intervene in conflicts among the other city-states to maintain the given balance and stability among Rolsten. Their territorial claims are misleading. Although their city-state is the smallest of the four city-states, their military might is second only to Raelus. They also have quite a successful navy and are known for their unique ship designs. The people of Ellessar have a disgruntled relationship with the country of which they used to be a colony: Ethora. They often avoid trade with them if they could, and increase tariffs on most of the houses of Ethora. Because of this, and Raelus' better relationship with Ethora, Raelus and Ellessar also do not get along.
Brief History:
Capital: Tallis
Major Cities: Irus
Language: The people of Ellessar speak the Common tongue of Ethora
Sigil: A black helmet in the center showing five silver swords extending from it.
Colors:Silver and Black.
Words: "Strength through Order."
Governing System: Oligarchy- Ruled by the Silver Authority. The Silver Authority is an oligarchic-based ruling system, headed by the 5 Regulators of the Authority. Each Regulator has the same amount of power, and demand absolute rule of the city-state of Ellessar. A policy can be overruled by a majority vote of the 5, and new policies can be implemented by a majority vote. If a Regulator of the Silver Authority were to die or step down from rule, the others would vote in a new member of their choosing.
Current Rulers: The Silver Authority
- The 5 Regulators of the Silver Authority: Tybalt Greyhelm, Kilance Qarthwright, Hadrian Cromwell, Victoria Holden, Vermillia Bellasan
Weapon Proficiency: Ellessar, besides being known for their well-crafted ships, are also known for their swordsman. Swordsman of Ellessar are among the finest not only in Rolsten, but in all of Aerion.
Culture: The people of Ellessar are considered intelligent and known for a proficiency in abstract thinking. They are well-educated and well-spoken. Though less physically imposing than the other races, the people of Ellessar are shrewd diplomats and traders. It is for these reasons people of Ellessar are among the best in business terms, and a reason their city-state is quite prosperous (although a contributing factor could also be the rich land of Rolsten itself). The people of Ellessar also have a maintained sense of order and stability, both within their city-state and without. Being the oldest of the city-states, they take it upon themselves often to intervene in conflicts among the other city-states to maintain the given balance and stability among Rolsten. Their territorial claims are misleading. Although their city-state is the smallest of the four city-states, their military might is second only to Raelus. They also have quite a successful navy and are known for their unique ship designs. The people of Ellessar have a disgruntled relationship with the country of which they used to be a colony: Ethora. They often avoid trade with them if they could, and increase tariffs on most of the houses of Ethora. Because of this, and Raelus' better relationship with Ethora, Raelus and Ellessar also do not get along.
Brief History:
- 374-378FC: Civil War of Rolsten
- 378FC: Establishment of Ellessar as a way to try something different than the traditional monarchy rule.
- 378-421FC: Tight policies against foreign intervention, including trade with Ethora. Trade with Falke was generally permitted but with high tariffs. Immigration outlawed from Ethora and Falke.
- 422FC: "The Gateway"- a policy shifting Ellessar's stance on foreign trade, opening its ports to trade, but still exporting more than importing by a large amount. Foreign immigration allowed but still heavily restricted.
- 598-604FC: War between Raelus and Ellessar. Ellessar ultimately loses the war, and gives up parts of their southern territory.
- 692FC: The Silver Authority recognizes the Theocracy of Palaven as an independent city-state.
- 749-756FC: A Member of the Silver Authority is assassinated. A heavy investigation is held to discover the culprit behind the event, but for a long time, no names could be found. Eventually, rumors circulated of a group known as the 'Dark Hand', which was said to specialize in murder as a service, and that it had a hand in it. Intense restrictions were put on citizens and large persecutions were made in an attempt to discover the whereabouts of the group, but nothing was ever found. It has since passed only into rumor that the 'Dark Hand' even exists.
- 822-826FC: War between Palaven and Ellessar. It was dubbed the 'Spice War' mainly because of trade disputes that boiled over to conflicts, and then war. Ellessar ultimately wins, and forces Palaven to pay severe reparations.
- 855FC: Vanaheim ships engage with ships from Ellessar after an explosion on an Ellessarian ship occurs, resulting in blame falling on Vanaheim. Vanaheim deny the claims, and an altercation at sea occurs, resulting in a victory by Vanaheim. War averted after negotiations occur.
- 859-863FC: Second War between Palaven and Ellessar. Ellessar, although possessed superior military strength, recent skirmishes with Vanaheim caused them to be unprepared for another war. Palaven was victorious and seized a large chunk of Ellessar's western lands. The result increased the territory of Palaven greatly, but also increased the amount of immigrants that fled to the country, given its less rigorous policies on foreigners.
- 906-912FC: Ellessar provides aid in the form of weaponry and supplies to the 'Fighters of Free People' in an attempt to break apart Palaven's power, which was successfully done in the formation of Bredon.
- 1074FC: Aid sent to Bredon to prevent an invasion by Palaven.
- 1229-1234FC: At the initiation of plagues in Bredon, Ellessar closes its borders to any outside influence, and trade is greatly diminished as well. An economic crisis resulted in this, leading to the 'Border Revolts', which were easily crushed. However, trade was later permitted with other countries besides Bredon, albeit with heavy restrictions.
- 1401-1444FC: Long, bloody war with Palaven. As the aggressor, Palaven caught many by surprise with the all-out offensive, but eventually, Ellessar pushed them out of their country.
- 1511-1514FC: Second war between Ellessar and Raelus. The result was a draw, with negotiations leading to an armistice.
- 1531FC: Completion of the Arena of Champions. The Arena houses multiple events throughout the year, ranging from jousting to racing to gladiatorial-like events. The Arena has become popular, not only in the country but outside it, causing many foreigners from other nations to participate in its events. The Silver Authority, in response, issued decrees allowing foreigners freer access into the city that houses the Arena, as it is an excellent source of income.
- 1639-1641FC: Ellessar and Shinguo got to a War at sea, with battles taking place all over the Trader's Waters. Ellessar claims a decisive victory off the western shores of Old Zealand.
- 1792FC: Current Date
Raelus
Spoiler:
Founded: 489 FC
Capital: Eldur
Major Cities: None
Language: Ethorian
Sigil: https://www.giantbomb.com/magic-the-gathering/62-493/all-images/52-157503/red_mana/51-1442893/
Colors: Light Red and Black
Words: "Trial By Fire"
Government: Absolute Monarchy
Current King: Christian "The Burning King" Calason II
Weapon proficiency, style, expertise: The army of Raelus is diverse and skilled, capable of using a number of different weapons with skill and intelligence. However, they often favor the use of one handed swords and light armor, using speed to end fights quickly.
Culture: Dominated by an absolute monarchy, the people of Raelus are very much at the mercy of the king who can act on any whim he wants. Raelus is a state connected with efficiency, production, development and dominance. Despite being a young nation, Raelus believes itself to be destined for greatness, especially in its relative dominance in Rolston and in the Trader's Waters. This attitude has become reflected in its people who are often confident to the point of arrogance and firmly believe in the guidance of the King, almost to the point of worship. This is appropriate considering the lack of religious worship in Raelus, as religion has become a backwards institution replaced by industry. As a scientific nation, Raelus invests much in education and the sciences, making several advancements in recent decades. Raelus has evolved into a militaristic nation with a large standing army and navy, having adopted a warmongering attitude in its quest for dominance. Raelus' government has made extensive use of mercenaries, privateers, and pirates in its expeditions, rather than endangering its people. Crime has become controversial in the country, being somewhat accepted by the government depending on the offenders. Dominated by a small ruling class, the government nevertheless has dipped its hand into many dealings controlling nearly every aspect of people's lives. The populace does not seem to care, having become used to the treatment but understanding that the King has the best intentions for its people.
Brief History:
- 480-489FC: The Separatist War lead by Lord Byrce Drake founds Raelus in the south.
- 570FC: Raelus expands westward. Raelus wins, claiming northern borders.
- 598-604FC: Raelus goes to war with Ellessar.
- 700FC: Raelus builds bigger industry and military with help from House Morok.
- 727FC: Raelus invites Dwarven engineers to help produce stronger industry.
- 835FC: Raelus opens several military academies that acquire worldwide acclaim, rivaling the institutions in Baren and Bludrock.
- 912FC: Bredon is founded, causing Raelus to lose some territories. Sign peace treaty reluctantly, but quickly bully them for resources.
- 1000FC: The Burning of the Southern wilds. On purpose. Get resources.
- 1242FC: Raelus designs new ship design to combat southern piracy. Ships are strong and powerful, with long range technology.
- 1390FC: Raelus invites Outcast Magi to live in country in exchange for service to crown.
- 1475-1479FC: War with Palavan. Raelus wins.
- 1511-1514FC: Second War with Ellessar. Draw.
- 1575FC: Raelus introduces slavery policy for rich people. Basically can employ laborers for little to no cost. "Increases" productivity.
- 1636FC: Using refinements to the ship designs of 400 years ago, Raelus begins to dominate the Trader's Waters as legal pirates, becoming the modern equivalent to the tyrants of the North. Engage in human and drug trafficking.
- 1780FC: Christian Calason as an admiral employs the use of Mages to attack other ships with fireballs earning the Epithet of the "Burning King" upon his Kingship a few years later.
Palaven
Spoiler:
Founded: 692FC
Capital: Garius
Major Cities: Teyya and Ashera
Language: Common tongue of Ethorian.
Sigil: Bright white, with a red circle in the center, signifying the Church of One.
Colors: Red and White.
Words: "God and Glory"
Government System: Palaven is a theocracy dedicated to the One God. The head of the country is Armand Terrin, who also dons the title Voice of the One, and is said to be the holy connection between Aerion and the One. Alongside the Voice of the One is the Palaven Senate, the Senators of which are entitled to the same respect as the Voice himself, though not the same reverence. The Senate members are from the six main Houses of Palaven: Culliver, Ulminda, Sinoria, Caspian, Ersmend, and Artoss. Merek Culliver is the head of the Senate and hold the most power in all of Palaven besides the Voice himself. The Senate handles the day to day matters of the city-state, but the Voice ultimately has all authority over any matter, and can revoke a Senator's status at will, and annul any law passed by any of them.
Current Ruler: Armand Terrin, the Voice of Palaven
Weapon Proficiencies, styles, expertise: Fairly knowledgeable with spears, but not their distinction.
Culture: Religion dominates the culture of the people of Palaven. Whether in a day-to-day conversation with siblings or a meeting with the Senate, the religion of the One is foremost in peoples mind, seen in their speech, as they are often referring either to the Voice of the One or the One himself. The lifestyle of Palaven's citizens is rooted in ceremony and tradition, so much so that outsiders who venture into the country often find themselves constantly in danger of breaking social etiquette, or worse, in some matter insulting their religion, which can spark outrage or even persecution.
Brief History:
Capital: Garius
Major Cities: Teyya and Ashera
Language: Common tongue of Ethorian.
Sigil: Bright white, with a red circle in the center, signifying the Church of One.
Colors: Red and White.
Words: "God and Glory"
Government System: Palaven is a theocracy dedicated to the One God. The head of the country is Armand Terrin, who also dons the title Voice of the One, and is said to be the holy connection between Aerion and the One. Alongside the Voice of the One is the Palaven Senate, the Senators of which are entitled to the same respect as the Voice himself, though not the same reverence. The Senate members are from the six main Houses of Palaven: Culliver, Ulminda, Sinoria, Caspian, Ersmend, and Artoss. Merek Culliver is the head of the Senate and hold the most power in all of Palaven besides the Voice himself. The Senate handles the day to day matters of the city-state, but the Voice ultimately has all authority over any matter, and can revoke a Senator's status at will, and annul any law passed by any of them.
Current Ruler: Armand Terrin, the Voice of Palaven
Weapon Proficiencies, styles, expertise: Fairly knowledgeable with spears, but not their distinction.
Culture: Religion dominates the culture of the people of Palaven. Whether in a day-to-day conversation with siblings or a meeting with the Senate, the religion of the One is foremost in peoples mind, seen in their speech, as they are often referring either to the Voice of the One or the One himself. The lifestyle of Palaven's citizens is rooted in ceremony and tradition, so much so that outsiders who venture into the country often find themselves constantly in danger of breaking social etiquette, or worse, in some matter insulting their religion, which can spark outrage or even persecution.
Brief History:
- 692FC: The Theocracy of Palaven is official founded by Mark Terrin and their followers. Mark Terrin becomes the Voice of the One, who speaks with the authority of the One God himself.
- 712-717FC: The Holy Purge, an event marked by ordered persecution of citizens in Palaven secretly practicing any other religion than that of the Church of One. The Theocracy of Palaven also implemented new laws forbidding marriage with anyone of another religion, and association of anyone participating in religious meetings or gatherings of another religion.
- 822-826FC: War between Palaven and Ellessar. It was dubbed the 'Spice War.'
- 859-863FC: Second War between Palaven and Ellessar. Ellessar, although possessed superior military strength, recent skirmishes with Vanaheim caused them to be unprepared for another war. Palaven was victorious and seized a large chunk of Ellessar's western lands. The result increased the territory of Palaven greatly, but also increased the amount of immigrants that fled to the country, given its less rigorous policies on foreigners. Many say this boom in population from the immigration and larger size of Palaven was ultimately what caused the city-state to become more unstable and lead to the Rebellions for Freedom.
- 901FC: First 'Rebellion for Freedom', caused by unjust laws and high taxes. Put down.
- 905FC: Second 'Rebellion for Freedom' occurs in Palaven. The opposition is more organized with a louder message for changes in government. Attacks become more violent, and small skirmishes lead to eventual civil war.
- 906-912FC: Civil War of Palaven, where angry citizens opposing the government rebel against the Theocracy. The people choose for their name the 'Fighters of Free People', with a clear message of independence and self-rule, which eventually turns into the cry for the development of a new country and a new system. Palaven loses the Civil War, and the Fighters of Freedom establish their own country to the south of Rolsten, taking Palaven's lands.
- 1073-1075FC: The beginning of the Crusades, a holy mission to purge Bredon of its heresy, which began as a clash of borders with Bredon, but what Palaven used as an opportunity to expand its borders into Bredon and covert the people who they believed to be heathens. Before the war could progress into a full-scale invasion by Palaven, Ellessar interfered and came to the aid of Bredon, so Palaven couldn't increase their influence.
- 1113-1123FC: Period in which the Theocracy of Palaven sends missionaries all across Aerion to spread the word of their religion. The missionaries are received properly in some places, but in others were mistreated, or worse.
- 1230FC: Palaven closes its borders to citizens of Bredon to contain the Dark Plague. Later that year, the Voice of the One publicly acknowledged that the plague is a result of Bredon's heresy towards the One. Reopens its borders later.
- 1401-1444FC: The Second Crusades of Palaven. Holy wars launched against Bredon, Ellessar, and Raelus which culminated into a bloody war that last decades. The initial strikes were largely successful, with Palaven taking parts of Bredon, Ellessar, and Raelus. After a decade of fighting, all of Bredon was under their jurisdiction. However, as the battles progressed, Palaven was slowly lost support for the Crusades at home because of severe economic decline paying for the war effort. Palaven began losing many battles on its way to finally being sent back, and all territory reclaimed.
- 1448FC: Assassination of the Voice of Palaven, Arold Terrin.
- 1449-1468FC- Much as a response to the assassination of the former Voice, another set of Purges was initiated by the Church of the One. This was done also in response to the discovery of what the Church labeled a 'witch', named Bernkastel, who supposedly used 'incantations' to help sick people. In a similar manner as the first, many laws and regulations were emplaced, but even worse was the mass amount of killings and torturing that was done. At the death of the current Voice, the purges were ended.
- 1475-1479FC: War with Raelus. Raelus ultimately wins.
- 1500-1600FC: The Awakening- a time of advancements in military strength in the country. Palaven's position in Rolsten and beyond was increased as many looked upon them in better light due to these advances.
- 1792FC: Current Date.
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