Fantasy Nations RP [OOC]

Tirin

God-Emperor of Tealkind
Moderator
This is just a repost of the information I could recover from the old Fantasy Nations RP OOC thread, initially posted by Dragonruby, though edited a little by myself.

Character Sheet/Information

This is going to be a collaborative RP effort. Essentially we're going to have a blank, empty, world that you, the participants, are going to fill up with nations, factions, magic, and all that other fun stuff. This isn't supposed to be a strategy game or anything where you try to guide whatever nation you make to world conquest or anything, you don't even really need to make a nation to participate. The point of it is that we populate this world and have fun RPing the interactions between its people, whether they be kings, tyrants, soldiers, or just plain old adventurers. Anyways, here's a map of the world, based off of a blank map that Druby generated. If someone's willing to come up with a better one, feel free. We'll fill out more of it as people come along and claim spaces.




Here's a rough sheet for the creation of a nation. Feel free to ignore this and use your own setup if you'd like, ignoring things that you're not quite sure about yet, or adding categories that are important to your creation. There's no word minimum or maximum here, just fill out as much as is necessary. You can always come back and add to it later anyways. I'll post an example sheet afterwards, which will likely be the nation I will be playing around with if this gets off the ground.

Nation Name:
Race:
Society/Culture:
History:
Government:
Imports/Exports:
Foreign Relations:

A few basic ground rules and such. This may seem a little bare or whatever, but I've been with a lot of you guys for a while now, and you all seem like pretty reasonable folk, so I'm pretty sure you can all agree that you should just use your common sense for most of these things.
1) The setting is fantasy, really only because I was itching to do something in a fantasy setting. That means magic is rife in the world, and stay away from modern firearms. You can use things like muskets and maybe cannons, but don't go past those kinds of things. Steampunk's probably okay, and magi-tech too.
2) The creator of a faction/nation has essentially 'ownership' over what they make. You can play characters/people from their nations and such, but before you go run off and play some important official of some sort of theirs and making decisions about things and whatnot, ask them if it's okay. This RP is probably going to involve a lot of discussion anyways, as people try to get down how politics and such work between each other's nations, and what everyone thinks of each other.
3) I can't think of anything else right now, but pretty much just use common sense. If things really come down to it, I'll make ruling or whatever as a GM, and hopefully come to a peaceful compromise.

I'll be posting nation and character sheets in the order that they were posted in the thread; the first group of postings will be nation sheets, and the second will be character sheets. Hopefully I can stay on top of this enough to update the posts as necessary.

On top of that, below is a list of which players own and created which nations:
Nation I: Galadon: The Shattered Kingdoms - Dragonruby
Nation II: The East Oberland Empire - zapy97 NPC
Nation III: The West Oberland Republic - zapy97 NPC
Nation IV: The Vasa Ascendancy - Tirin
Nation V: The Averian Kingdom of Forestwood - Tag Ross
Nation VI: The Ashen Tusk - Stoney
Nation VII: The City-State of Highgate - Tag Ross
Nation VIII: The Kingdom of God - Easy
Nation IX: The Empire Hidden in the Sand - Riyant
Nation X: Nostastone - Coolpool
Nation XI: The Republic of Eisenkernland - zapy97
 
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Tirin

God-Emperor of Tealkind
Moderator
Nation I: Galadon: The Shattered Kingdoms

History: Galadon is covered on its east by the sea, and its west by the mountains, leaving it well defended from most outside threats. The term ‘most outside threats’ didn’t constitute a demonic invasion with magic powerful enough to silence the Galadonian gods. The knights of Galadon, with nothing left but their honor and skill to hold back the demons failed utterly. With options running out, and their age old honor and chivalry failing them, they looked to other options.

They discovered a way of binding their souls to objects, their preferred object being suits of armor. With the loss of their flesh, they found themselves hardier, more durable, and this process also gave them access to magic they never had before, and all of this at a cost. In order to sustain their new forms, they had to consume the life force and souls of other beings. Merely feeding off of living animals was not enough to sustain them, though it did help to control their hunger. It was sentient beings that provided the most energy, and the consumption of one per month was enough to sustain a single newly turned knight, if they did not use their powers. At the time, with their world crumbling around them, and their people being slaughtered before their eyes with nothing they could do to stop it, this was deemed a suitable price. They would dubb themselves Vrykal Knights, after the discoverer of this process, a old and venerated warmaster, Vrykolas. This term was eventually dropped for simply ‘Vrykals’ as knowledge of their true origins began to disappear from those they protected.

The Vrykals, with their newfound power, drove the demons back, and worked on rebuilding their society. Things had changed though. The Vrykals needed a source of souls to keep themselves alive, and so they styled themselves as gods, and the common folk were all too happy to give their lives to their new protectors, and despite the demonic threat having passed, men feared their return. Vrykal numbers were low, and so they had to be replenished. The best of Galadon’s living had to offer were given the chance to be turned into Vrykals themselves. An honor, to many. In order to sustain their lie, however, these new initiates were not educated in the knowledge of life before the Vrykals, and knowledge of the old ways is restricted to those who were turned during the original war that birthed them.

Time passed, and forever is a long time to think about things. The Old Vrykals began to question themselves. Where had their old honor gone, now that they were forced to feed upon the living. Some embraced their new lives, while others despaired. A few starved themselves to either insanity, or death. Some of the Vrykals search for a cure while others have completely and willingly taken up the role of gods. Now, as Vrykal numbers continue to dwindle, from suicides, madness, and the occasional conflict, a question arises. Will the Vrykals remember their old ways, or will the knights of Galadon die out forever, leaving behind pretender gods as their only legacy.

Society Under Vrykal Rule:


Life under Vrykal rule varies from ruler to ruler, and city to city, depending on the Vrykal lord's outlook, though there are some common practices found in most. In nearly all cases, the Vrykals are seen as deity's of some sort, and human sacrifices are held in some way or form. Who is sacrificed, and how, has a great number of variations as well, and has some correlation with how certain Vrykal lords may view themselves and how outsiders view the lord. Many of the Vrykals who follow the old ways may feed on the 'undesireables' of society, ranging from prisoners, to those who are fatally wounded/ill, or perhaps even simply too old. Others may simply do a draft of sorts, and citizens are picked at random to be consumed. Vrykals who have embraced their new lifestyle generally prefer to draw from a specific class. Some may feed on the poor, who are deemed expendable enough to simply consume whenever they wish, while others may feed only on the rich, as they are the only ones worthy of attention. These are all general rules, and are not iron bound law. In most cases, however, being chosen to be sacrificed is seen as an honor, as their lives are given to that the gods may continue to walk amongst them.

The only real constant binding the numerous citizens of Galadon together is its church. The Church of the Vrykal Lords is the central faith of Galadon, and is broken up into numerous factions, at least as many as the many lords that rule over Galadon, as each may uphold the faith in a different way. The central beliefs of the Church are; the Vrykals are benevolent gods who have bridged the gap between their home realm and Gladon in order to combat the demons, and that the Vrykals require souls to maintain themselves in this unfamiliar world. Those who serve the Vrykals well shall be taken with them when they finally return back to the paradise that was their home, and the very best amongst mortal men shall be ascended to be a Vrykal themselves.

Another near-constant is the fact that Vrykals run most of their lands as feudal societies, with the Vrykals themselves taking the role of nobles, who, instead of having the god-given right to rule, are gods themselves. The priests of the church come next, in terms of status and power, followed by merchants and craftsmen, and finally the serfs.

Military:

The military of Galadon is rather basic. Vrykal lords tend to keep personal armies of trained men which can be called upon to wage war in the name of the God King. These personal armies tend to vary in quality and numbers, but if the need is dire enough, the Vrykals themselves may ride into battle. Those Vrykals that tend to fight on the battlefield are generaly New Vrykals, whom, while skilled in combat and the uses of soul magic, are limited in quantity, with numbers in the hundreds compared to the thousands of regular human soldiers. On very few and rare occasions is an Old Vrykal called into battle. An Old Vrykal has been alive for untold ages, and even those that no longer keep up their training were once skilled knights. Nearly unlimited free time has only honed their skills, and their control of their soul magic is immense. Still, the risk of death in combat, however small, still makes the deployment of an Old Vrykal extremely rare, indeed.


Nation II: The East Oberland Empire

Race: Germanic Humans

Society/Culture: Society and culture in the East Oberland Empire is shaped by extremely fervent religion believing in the X tenants of Dragonism, which date back to the ancient days when the noble Oberlandish Dragons protected them and watched over them. Dating back since the founding of the EOE, these Oberlanders almost completely have a disdain of all things magical. The East Oberlanders want nothing to do with magic and its profits. The Oberlandish society in this portion of the Oberland is extremely industrious, militaristic and strong willed. The Oberlandish War machine which has been peaceful since the Anti-Alladonian revolution, is fueled by extensive mining networks, sprawling factories, flotillas of merchant and fishing vessels all connected by railroads and trams. The extensive size of the Oberlandish military would have caused major labor shortages if women were not within the work force to aid in supporting of national economy.

Policy on magic: A common misconception of the East Oberland is that people think that Mages are persecuted by the government, this is only partly true. Magic was almost completely abandoned in the Corseinian parts of the East Oberland because of the murder of two of the most beloved kings in history. Oberlanders after conquering the highlander kingdom out of rage and anger killed off most of the surviving mages of the war especially because of the use of enslavement magics on Oberlanders before and after the war. Since then things calmed down the highlandish mages that survived peacefully lived in isolated communities in the Nebligs Mountains. The East Oberlandish magical arts began to see a small reemergence within the now East Oberland Empire.

When the rule of Alladon the cursed and insane came along most Oberlanders looked with hope that the arts would bring an end to the suffering. Alladon instating the Behodrung division to enforce his will and control over the people, quickly surged through the Nebligs mountains. With dozens of mountain villages burning and all native highlanders practicing their magic dead and their secrets stolen. The Behodrung division set to work terrorizing and enslaving highlanders and Oberlander alike. When the people finally rose up in arms and Corsan V strangled Alladon in broad day light with the Behodrung unable to control his mind due to his adamant will. The Behodrung division was outlawed, their core completely shattered. The Behodrung division fell apart as soon as the lower members realized the evil they had done to their brethren in their country. Most Behodrung Members either went on rampages slaughtering their fellow Behodrung members who weren't repentant in their crimes. Both Behodrung repentant mages and Oberlandish arts mages gladly gave up their magics with almost no persuading at all. The few that kept their magic with out persuasion emigrated to the West Oberlandish kingdoms. The Behodrung Members being shamed and the Arts mages cheered for not giving up their life style. East Oberlandish magic is extinct now only an ornament of West Oberlandish art and supplement to the weapons of the Highlandish magical weapons of the Behodrung division which creeps through the shadows constantly looking for opportunities to strike.

Now almost all East Oberlanders and Highlanders look at magic with a disdain and distrust. While not so much hating the West Oberlanders who have never had an incident where magic was used against its own people in heinous ways. East Oberlandish radicals are often mistaken for mainstream East Oberlanders. The radicals often instead of being silent and patient in their disdains, which they are almost always either verbally angry or very rarely physically. Contrary to the popular belief of the East Oberlanders being the most radical anti-mages. There are a few laws preventing some forms of magic, such as the magics used by the Behodrung division, Vrykal magics and most weaponized magics.

In protest to the lack of the magic in the East Oberland falling prey to the same misconception that magic was completely outlawed in the East Oberland a group of extremely naive and young Forestwood mages came to the border between the West and East Oberland and started launching small, more annoying than dangerous fireballs at the East Oberlanders. The third army under Camolladon a general who describes the scene in his thick highlandish accent as such "the bastards were spewing fiery hate at us for crimes we hadn't done. They used pure non-sense for arguments all the while my troops mostly ignored their fiery arguments and at times hitting the fire balls back at the offenders with their rifle butts. this made the mages mad so they made the fireballs bigger and actually painful. at which point we charged them, surprising them so that they didn't have time to run. We tied them up walked back to our side of the border. We gave them a a fierce paddling with the rifle butts that were still warm from the fire-balling. At which point the militia of a nearby town on the other side of the border. the militia captain came upon us seeing as we had already "Resolved" the problem, they just walked away not wanting to get involved. After the Rifle butts had sufficiently cooled we released the prisoners feeling quite sorry for the fire balling of East Oberlanders, they haven't come back since that one day of such ferocious spanking." Since this "incident" the East Oberland in cases similar to this "incident" has received permission from the West Oberland to go up to a few hundred yards to capture any offenders that might decide that they want to play some Fire-ball as it is now called in the East Oberland.

Religion: The East Oberland empire follows Draconeism.
The Religion of Draconeism is the worship of the Draconians as gods. The Chief of the Draconian gods named Caesar, who is believed to have had the power himself to resurrect Oberlanders into draconians, live a really long time, bless people with inspiration, control minds of simple men and take on entire armies of demons. While most of this is legend there is proof of his existence whether or not he is as powerful as he is believed to be. The Draconians were masters of the mind, body and magic at one point before their decline and emigration to the east. The Draconians ruled over the Oberland generously and with much mercy thanks to their inborn ability to subdue men into loving their service of them. The Oberlanders only began to outright worship them when they became a true rarity and especially after the departure of Aldritch the young. Almost every Oberlander prays for their return daily and most of them follow the strict moral code of the Draconians in a vain hope of attracting the dragons to return.
The Draconian Code is as follows:
1. No Oberlander is to use magic for the destruction of an innocent people or to make others suffer.
2. Never lie to another countryman, foreigners fine, especially Eximians.
3. never shy away from a necessary fight, that would be dishonorable.
4. Never show Dishonor, ever.
5. If Demons return, destroy them even if you have to work with Vrykals.
6. Do not commit immoral acts of breeding.
7. Do not commit suicide.
8. Do not kill some one who is innocent.
9. Do not betray or abandon a countryman with out a justifiable reason.
10. Be kind to your neighbor even if you don't like them.
(more to come later just a few for now.)


Geography: Bordering the Land of Galadon on the West and controlling the only Viable Mountain pass into the Galadonian territory. The Oberland is bordered to the north by Verschluss Ocean. On the south is the sea of Silber. On the West is the West Oberland Republic. The Ocean north of the Oberland is a plentiful source of fish and whales. the Highlands contain rich Coal and iron deposits, as well as a few veins of beautiful gems. The nation is connected by many rail roads, and the western portion of the Oberland is dominated by massive factory cities. In the unsettled lands of the East Oberland wild beans of the most horrid and tasteless varieties grow like weeds.

Ancient History: The Oberland in ancient times was ruled by a race of dragon human hybrids often called Draconian.The Draconian were massively successful in wars leading to the total extent of the Oberland today. The reach of the ancient Draconian empire made clear by distinctly special marker which resemble a well detailed dragon sitting on a pedestal. While most date back to the oldest Draconian empire. The Dragon posts as they have been dubbed tend to glow certain colors pertaining to the amount of magical energy nearby and the type of the magical energy. The Dragon posts lose their detection capabilities when smashed, so that the Draconian is no longer whole. Although today the Dragon posts have a detection range of no more than a hundred feet they used to have ranges up to a mile. The Draconians through a long slow process of issues have slowly gone from being ten foot tall fire breathing creatures to be feared by all to a height of about seven feet at their last appearance. The massive decline of the Draconian empire happened sometime around the time of the Galadonian demon invasion and the birth of the Highlanders. From this point onward the Draconians had slowly left the Oberland going east out to sea far out of reach of any mortal. The last Draconian named Aldritch the young flew away after the death of Charles IX. Since then no Draconians have been seen on the great continent.

Pre-Unification history: The Eastern half of the Oberland for thousands of years has been divided into two smaller kingdoms; The Corseinburg Coalition and Highlands Kingdom. The Highlands Kingdom was an Oberlandish Kingdom where a fifth Oberlandish King ruled. From the south came a the barbarous Pyrish who invade the Highlands Kingdom, despite the help of the entire Holy Draconian Empire the Highlands were lost to the Pyrish. The Pyrish then mingled with the Oberlanders there eventually creating the highlander race as well as creating a new distinct form of magic which would become known as the Oberlandish Dark Arts. As days grew Darker the non-highlands Kingdoms united under small but influential province kingdom of Corseinburg. Time went on the Oberlandish Dark Arts became more cruel and evil, to keep the Oberlandish Peasantry inline and in the Highlands kingdom's tight Iron fist. The Corseinburg Coalition watched as travesty after transgression happened over and over again over one hundred years to their kin who were unfortunate enough to end up under the Yoke of the Highlandish oppression. After one hundred dark years, a king died and prince would ascend to the throne who would one day become Emperor.

Unification History: In Corseinburg the Good wise and old king Charles VIII and his son Charles IX died in a fireball. Corsan I rose to the Throne, a Prince at only seventeen the Oberlandish people in the Coalition finally said enough. The Die was cast and the eastern half of the Oberland was thrust into war. Just before the death of the King and Prince, the Corseinburg Coalition had developed a muzzle loading match lock musket called a hawkenbose. With it came the reformation and reorganization of the now early Oberlandish Army that took shape. Corsan I with the majority of his people threw down the magic of their land swearing oaths to never again let magic destroy their beloved people. Corsan I a tactical and strategic genius, quickly took the fight to the enemy in decisive blow after decisive blow defeated the magical armies of the Highlanders. Finally at the gates of Nebligen Pass the Highlander's Capital and gateway into Galadon. Corsan I lead the charge against the last remnants of the Highlanders' army. Entering Highlandish Palace the Blood-red Eyed Highlandish King greeted him, jumping from his throne challenging the young king to a one on one duel to the death. With the clashing of swords against the physically superior Highlandish king against the determined fierce and intense Corsan. After the long struggle was over the unwounded Corsan had finally run the Highlandish King through with his now jaggedly notched blade. The Highlandish King in his last words put the Curse/Blessing of Names on Corsan I and his descendants. Emerging tired and victorious Corsan I collapsed after raising his sword in victory at his army. Three Days later at Corseinburg he Awoke at his funeral as the last King of the Oberland, his Curse taking full effect. With celebrations of his recovery going on he worked tirelessly to reorganize the Oberland into the Empire he had seen in a vision he had in his trance, stretching East to the Kingdom of God, and the Coasts of Galadon to the Coasts of Rekka Mekura south to the edge of the World, North to the borders of the Eximian Empire. His vision he kept secret however to all except his closest friends and family. In the Years that followed the shadows of the past lifted, the Highlanders saw the error of their ways integrated themselves into the New Empire and became one the best portions of the Oberland's new Empire.

Post-Unification History: After sixty long years of his rule Corsan I finally fathered his first a child, relieving his fears of never having an heir. Corsan II came to power at the age of twenty five, not a military genius like his father but instead a technological genius. Corsan II saw the introduction of steam and industrialization, which allowed him to build the manufacturing might of the now East Oberland Empire. Corsan II ruled till the age of sixty eight when he ceded the throne to his twenty six year old son Corsan III. Corsan III held no talents in command or learning, instead he was a brilliant Engineer who designed giant factories and foundries, which up to this day their output is unrivaled in the Oberland. Corsan III like his father before him ceded his throne to his thirty two year old son at the age of sixty five. Corsan IV's Aptitude was not of the military or the sciences and engineering, but instead in speeches and writing. Corsan IV was said to have been able to persuade an Eximian Emperor to give up all of his wealth and live with the poor. Corsan IV schooled his son in the arts and ceded the throne to Corsan V at the age of fifty seven. Corsan V at the age of twenty three, painter who was considered to not have a single equal in his field. In the vast Oberlandish museum of art is where the majority of his artwork resides, but out in the world there is the "Two Wise Rulers" a magnificent portrait of the God-King Cryan and Corsan IV which hangs in Cryan's throne room as one of his most beloved possessions in his art collection. Corsan V ceded the throne at the age of seventy six to the thirty eight year old Alladon. Alladon cursed from the day of his naming, brought an end to the golden age of the early East Oberland republic. He suffered from insanity and paranoia, but not before him bringing the entire Oberlandish economy to crumbly pile of brick. During his rule he fortified the western Border of Empire with the Sicherheit line, which today leaves a formidable and threatening shadow across the West Oberland Republic despite the its ruined state. Alladon's rule began to truly crumble when he reached the age of forty six, when Oberlanders had enough inspired by the West Oberland Republic they took up arms.and marched on Corseinburg Alladon for worse was able to drag out the war for three painful and ragged years until he was murdered by his son Corsan VI who aged eighteen. Corsan VI Ascended the throne and called the rebels to Parlay at the Nebligen pass Palace still standing from the dark days of the Highlanders. It was here that Corsan VI and the rebel leaders debated the plan of the future. after three weeks of arguing they came up with the plan that Corsan VI would rule for a year to get the Oberland back on track to prosperity and then the new government would form afterwards. Corsan VI at the head of the new government returned the Oberland to its rightful strength as the factories of Corsan III began building the materials needed for prosperity. Corsan VI Also in the Early days of his rule exiled and almost wiped out Behodrung Division, but they are still a threat to the Oberland today. Corsan VI passed his position at age sixty three to the current Kaiser Corsan VII who was twenty four. Corsan VII throughout his rule was a talented economist once again issuing the EOE into prosperity not seen since the first five Corsans.

Military: The Oberlandish Army is currently in a state of upgrading its troops with better weapons and transportation. As a result only the First East Oberlandish Army has current access to the best weapons available. The Second Army is scheduled to get the new tech in two weeks and train with them for two months and the third army is scheduled to get the tech a month after the second army and in the following two months is expected to train with said weapons. The first army is lead by none other than Prince Corsan VIII who is an unproven but highly promising General. The first Army comprises of eight thousand Oberlandish Regulars, two thousand Highland Grenadiers, one thousand Steam carriages and crews (ten passengers each), seven hundred fifty large Caliber smooth bore guns, two hundred fifty Puckle guns and one hundred Steampanzer ones armed with puckle guns. The first Army is equipped with the first of the latest percussion cap rifled muskets. The Second Army is equal in size but lacks steam carriages, and steampanzers, the Artillery numbers half that of the first army and is horse drawn. The third Army is almost Identical to the second army. Each army group is equipped with a small detachment of sharpshooters meant to pick off the lords and nobles in the enemy hordes. The Oberlandish Navy is comprised of large steam powered frigates and ships of the line. The navy is divided into two parts, the north sea Fleet contains Two thirds of the Oberlandish Fleet while the southern Fleet only contains one third. The Northern Fleet is lead by the Topnotch Admiral Altera who is Corsan VIII's cousin. The southern Fleet is lead by Altera's older sister Lorraine who is a lower rank than Altera due to her skill level.

Defenses: the Oberland is well protected on the East by the Neblig mountains, as well as controlling the only viable pass (Although Mutually shared with Galadon). The West is another story however during the rule of Alladon the Sicherheit line was erected, which was a large network of fortifications built to "halt the impending evil magical invasion of the liberty loving megalomaniacs" Kaiser Alladon to his generals. The Sicherheit line was composed of many concrete trenches, Stone bunkers, volley gun emplacements and large cannon batteries. Since the fall of the Alladon's reign the Sicherheit line has fallen into disrepair, and ruin. The coastal cities do maintain however cannon batteries in the case of a naval invasion. Armories with surplus outdated muskets dot major border cities as well as powder and Ammunition Magazines built up over the years.

Magic: The Oberlandish magic and the Oberlandish Dark Arts are both outlawed completely in the East Oberland Empire. The Original Oberlandish Magic has always been a magic of good intentions mostly for Healing, Art and construction. The Oberlandish Dark Arts however purely evil, first created by the Highlanders to keep a tight grip on the enslaved Oberlanders. The Dark Arts include Spells such as but not limited to: Curse/Blessing of Names, many various forms of "Super soldier" making spells, Curse of Pain, Mark of the Slave, shape shifting/body changing illusion Spells, Hypnotic Control and many binding curses. The only reason that there are still small secret tightly knit cults in the Oberland is because Alladon resurrected the dark arts in secret forming a secret rogue magic division known as the Behodrung division which has resisted the purge since the rebuilding of Oberlandish society.

Government: Monarchy Democracy Hybrid
The People elect 40 Ministers that the Kaiser has to work with. The Ministers and Kaiser get to suggest a course of action and propose a bill. Each minister gets one vote, the Kaiser gets 5 votes, when choosing a course of action or whether to amend, reject or support a bill. The Kaiser cannot declare war without a two thirds majority vote, launching a surprise attack while at peace will get him removed from the throne and his heir put on the throne.

Foreign Relations: While at peace for many years with Galadon, and steady trade relations with them, the Oberlanders look down on the Vrykal as magical abominations. The Vasa Ascendancy is often looked at with extreme suspicion due to its up start nature. The West Oberland Republic would be the Allies in a long loving Union except for one thing, Magic. A common scene in diplomatic meetings is blatant yelling and arguing unless mutual benefit or prosperity is obvious. The West Oberland Republic is a valuable source of food for the East Oberland Empire but they wont be fighting wars together anytime soon.


Nation III: The West Oberland Republic

Society and Culture: The West Oberland Republic's culture is shaped by a love of art and beautiful things beyond reason. The West Oberland is a bountiful source of food as well as exceptionally beautiful art. West Oberlanders like their warlike and militaristic cousins in the east, are extremely intellectual, industrious and Efficiency obsessed. Unlike the East Oberlanders they love their magic which is almost entirely Art based, romantic, tolerant and peaceful. Their society comes from three Oberlandish kingdoms and thus have three difference sub-cultures which not only get along superbly they also keep the magic destroying East Oberlanders satisfied. Women have equal rights for the most part in the West Oberland while house hold responsibilities are equal in workload they are not the same for both genders, which is widely accepted in the East and West Oberland. Wealth is well distributed in the economy due to the heightened prosperity of West Oberland.

Geography: The East Oberland is dominated by rolling hills and flat Grassy plains which have massive plantations dominating the land. The only three fully fledged Metropolises in the West Oberland are works of art in themselves as they were built with magic that makes beauty. The large Plantations in full Bloom are not only efficient but from the sky are beautiful portraits and paintings of famous Oberlanders a few plantations are portraits of Alexander Corsan Von Corseinburg I. The land is laced with East Oberland train tracks as the profit was undeniable.

Pre-Unification history: The West Oberland was originally four kingdoms, Corseinburg, Großeflachekrug, Hügelblitz, and Standbildburg. The Four Kingdoms were peaceful members of Great Oberlandish Confederacy which was an alliance created to ensure that the Oberland would always have a place in history. When the Demons attacked Galadon and the Highlanders rose from nothing the Great Oberlandish Confederacy began to show fragility. When Corsan I's day came the rest of the Confederacy refused to aid him in his war against the upstart barbarians. The Corseinburg kingdom left the confederacy and eventually became the East Oberland Empire. The three remaining Kingdoms went on in prosperity and continued trade with the East Oberland and slowly attempted to improve their relations.

Unification History: The West Oberland became fully unified when Alladon the cursed caused extreme paranoia in both the east and west Oberland. As Alladon was forcing the starving East Oberlanders to erect the Sicherheit line. The West Oberlandish Kings were moving closer to unity, although divided the three Kingdoms began to accept each other as fully fledged brethren. With the new nation the three wise kings formed a new government, as well as many institutions and places to pool resources. The three kings had created the frame work for the later East Oberland empire's government with out even realizing it.

Post-Unification History: After the Total Unification of the West Oberland and the death of Alladon, Corsan V was able to demolish the wall of paranoia created by the Sicherheit line and Alladon's terrible rule. The West Oberland experienced much greater wealth and success than it ever had as three or ever four kingdoms. As the East Oberland was advancing and advancing in terms of technology the West Oberland could barely keep up. Instead of making new types of muskets the West Oberland poured its resources into reformulating their magic to keep up with the East's technological advances.

Military: The west Oberland has a brave and valiant corps of mounted knights who are heavily armored and beautiful beyond belief. The knights of the East Oberland are some of the best in the world, so much so that it is said that the blood of dragons run in their veins. The knights success is mainly derived of their nearly unbreakable swords and armor said to be able to with stand many blows that would normally kill any other knight. The Mounted knights are valiant but their infantry are fierce with flintlock muskets and bayonets. The west Oberland's infantry wear protective armor made to be much lighter and flexible than their knight counter parts. The West Oberland's cannons are similar to the East Oberland's but much more beautiful and elegant in shape. The West Oberland lacks the Gatling guns, and Steam Panzers of the East but makes up for it with elegant and efficient fortifications.

Magic: The West Oberland's Magic is a very potent artistic magic that has given the West Oberlanders an insight into making perfection like no other. The Westerner's artistic insight has allowed them to make their society not only a utopia, but also extremely functional and efficient. The magic has little to lend itself to war as the West Oberlanders are less war like in comparison to their eastern counter parts. Their few powers in war pertain to protecting their mounted knights from most attacks, they have often been called immovable when at full strength. The magic they use has the ability to change properties of materials. They can make coal burn many times hotter and longer or make steel harder and more resilient.

Government: Like the East Oberland the Government of the West Oberland Republic the is a monarchy-democracy hybrid. Unlike the East Oberland the West Oberland republic has three royal blood lines. To balance this the three wise kings of the west Oberland each get five votes while there are thirty ministers each getting one vote when deciding on bills and laws. Like the East Oberland the kings must get the approval of a two thirds vote for any declaration of war against a foreign country.

Foreign Relations: The Vasa Ascendancy is often looked upon with suspicion by the West Oberland for its totalitarian government. The West Oberland often enjoys very one sided agricultural deals in their favor from the East Oberland both nations knowing the East would starve to death without them. Some West Oberlanders go to Galadon to gild Vrykal lords for crazy high prices, while some go to study arts. The West Oberlanders enjoy friendly relations with other nations due to their artistic influence and over all friendliness to others.

Nation IV: The Vasa Ascendancy

Race: Predominantly Human, but tolerance of other races leads to significant dwarven and elven minorities

History: The Vasa Ascendancy is one of many successor states of the now-defunct Eximian Empire, which spanned almost the entire northern half of the continent, having consolidated its power and territory over hundreds of years and dozens of emperors. The Eximian Empire met with disaster a mere five years ago, following the death of then-Emperor Acaelus, who had not named or sired an heir and whose weak rule had resulted in the nobility seizing a great deal of power and authority from the crown. Following a brief period of insincere attempts to negotiate, the Empire fell into a brutal civil war wherein the most wealthy and powerful of its citizens fought to take and hold some of its territory and resources. Even still, no clear victor has arisen; instead, the successors face war from within and without in an attempt to rebuild the fallen empire.

In the wake of the Eximian Empire's destruction, Marquis Giland Vasa acted as quickly as he could to secure and expand his borders, in the eastern part of the Empire. Where possible, this was done in a peaceful manner; where necessary, through conquest. He recruited and profited from the vast swaths of territory he brought into his own budding empire, and built trust through making - and keeping - promises not to harm civilians or interfere with civilian trade. Within three years of the crisis, Giland had built a fairly large and incredibly wealthy empire - now known as the Vasa Ascendancy - supported by wealthy merchant clans, local nobility, and the common people on the Serenn peninsula, just north of the older nations of Galadon and Oberland. Rumor had it that he intended to lash out at nearby nations after consolidating his power; unfortunately, he died of illness before this was possible, and was replaced by his eldest child and heir, Luscar - a boy of only fifteen years.

A revolt soon rose against Luscar amid doubts of his capabilities and rumors that he had orchestrated his father's death, threatening the stability of the Ascendancy. With little hesitation and even less mercy, said revolt was crushed and its leaders executed, at the objections of Luscar's younger brother, Sailence. Said objections fell on deaf ears, resulting in Sailence between exiled from his homeland even as Luscar focused on administrative and military matters, chief among them raising an army capable of defeating his enemies and holding their territory. In the two years following the rebellion Luscar has invested heavily into the training of a grand army, as well as the research and development of equipment suitable for his nation. This military is funded not only by the Ascendancy's taxes, but by the wealth of House Vasa, the merchant class, and what remains of the nobility. Between an Emperor fascinated by war and a military more than prepared for it, the Vasa Ascendancy is bound to see bloodshed in the days to come.

Society/Culture: Due to the militaristic influence of Luscar and most of his advisors, as well as their status as a remnant of the old Eximian Empire, the people of the Vasa Ascendancy are as a whole proud of their nation, and hostile towards the other successor states to the Eximian Empire. Great value is placed on virtues such as strength, skill, intelligence, and innovativeness, by both the people and the government, and as a result the society's structure is very malleable. Those who apply themselves and use their skills are rewarded, and those who do not are forced to rest on the bottom of the social ladder. Education is heavily subsidized by the government in the hopes of producing better warriors, mages, and scholars, and many citizens are trained to defend themselves or their country. Due to the free education and training, crime is uncommon and healthcare is relatively easy to come by; for the most part, basic needs of citizens are provided for, but there is tremendous potential for advancement.

Government: The Ascendancy is governed primarily by Emperor Luscar I Vasa, whose word is absolute. Understanding that he cannot micromanage every decision, Luscar has worked to make the Ascendancy function as a meritocracy as best he can; he recruits and promotes his governors, generals, and advisors based off of their ability, ambition, and loyalty, and demotes or transfers them as necessary depending on their performance. By encouraging them to do the same, he has created an effective system of governance wherein only those most suited to take up a position are given the responsibility of doing so.

Imports/Exports: Owing to the large mountain range running through much of the Ascendancy's eastern territory, there are vast quantities of rare and valuable metals and gems to be found within it, as well as still greater quantities of more common metals such as copper and iron. While metals to be used in military projects are kept within the Ascendancy, gold, silver, and platinum are frequently exported. A long coast makes fishing and saltwork profitable, and large forests in the interior supply significant amounts of timber and shelter a large population of wild game, all enabling the export of salt, meats, and fur.

The one area in which the Ascendancy lacks diverse production is agriculture; a fairly short growing season and the relatively cold climate limit the harvest to hardier, essential crops. More luxurious and delicate produce such as grapes, tea, citrus fruits, tobacco, and most spices have to be imported from nations further south or otherwise better-suited to growing them. Luckily, the Ascendancy has a great deal of wealth to spare from its exports, and if it continues to expand at its current rate it will doubtless annex territory more suitable for growing its imports.

Military: The Ascendancy's military is composed of the Army, Navy, and Magical divisions, each extremely well-funded. The training is far harsher and longer than is typical, resulting in a fairly small military relative to the wealth the Ascendancy can bring to bear and its population. However, the troops are undisputedly among, if not the, best in the known world, and without a doubt the best-funded. Research and development centered around magic comprises most of the Ascendancy's research, in particular the enchanting of armor, weapons, and structures, with other important projects focusing on communication and transportation. While competition between the divisions exist, it is predominantly friendly in nature, as more vicious forms of competition are met with harsh discipline. Like society as a whole in the Ascendancy, the military offers a great deal of room for advancement so long as one proves his worth.

Mages in the Ascendancy tend to draw their power from sheer force of will; the greater the mage's dedication, loyalty, and tenacity, the more powerful the effects they can bring to bear. Some mages in the Ascendancy's military work both to harm their enemies at long range and to protect their allies; others see the plans of their enemies through both time and space, and still others inspire allies to fight their hardest and stave off any fear they might feel. While very rare, the most skilled and resolute of mages can act to temporarily change the workings of magic itself, either to render opposing mages useless or empower their allies.

Aside from the rank and file of the Ascendancy, a group known as the Eight exist, though detailed information on them is difficult to get a hold of. Consisting of the best warriors and mages within the Ascendancy, it is known that they are not a part of the military's normal chain of command, and speculated that they perform tasks only on Luscar's order. While the full capabilities of these people are unknown, the secrecy surrounding them coupled with the knowledge that they lie outside of the normal chain of command is reason enough to fear them; it is clear that they are the best soldiers, assassins, and mages that the Ascendancy can field.

Foreign Relations: The Ascendancy shows tremendous hostility towards the other remnants of the Eximian Empire, and offers them only one choice - surrendering peacefully or being utterly obliterated. While nominally friendly to both the Oberland Empire and Galadon, it is (correctly) rumored that the Emperor sees the Oberland Empire as competition and the Vrykals as monsters to be destroyed.

In addition, the Vasa Ascendancy has a fairly unique relationship with the Kingdom of God in that, while they are not truly allies due to the miniscule military that the church fields, Luscar has agreed to protect it from extraneous threats in exchange for the blessing of the church. Any attempt to easily invade Eden from the land must go through him, and any by sea will pass through his waters, making an assault on the holy island pointless, or even suicidal. While the church endorses Luscar's position as the true and rightful emperor, it has little to no say in either the internal or external politics of the Ascendancy.
 

Tirin

God-Emperor of Tealkind
Moderator
Nation V: The Averian Kingdom of Forestwood

Race: Averians, a mongrel race, the Averians are humanlike in nature and appearance, very few outsiders can tell them apart, the main differences between humans and Averians include hair colors( Averian hair often have odd hues including green, red, purple, etc.) And natural affinity to elemental magic. Averians do not live as long as humans(if they do not die of unnatural causes it is rare to meet an Averian past sixty years of age) they do however remain in their prime much longer, reaching full maturity by fifteen years and never actually enter a decaying aged state, dying of what many call "the old sickness" which causes the afflicted to simply fall into an unwakable coma.

From their Human ancestors they received their appearance, from their elven ancestors they received long lifespans and magical affinity(though the old sickness makes their long lifespans irrelevant), from their orcish ancestors they received early maturity, the combination of these three races led to a new powerful race that has all the strengths of their founders, but are also extremely susceptible to diseases that cannot afflict other races, along with a disease caused by their unstable genes.

Society/Culture:

Forestwood is separated into four Regions, while most Forestwood Averians seek calm peaceful lives in the comfort of their homes, many never leaving the region they were born in, causing a difference of cultures from region to region.

  • The Burning-Timber, the Northernmost Region. The people of Burning-Timber were forged by their land, spanning between the Green River, and the River Long, they have defended their lands from the north for the past four centuries. The People of Burning-Timber are often taught(and encouraged) to use fire magic at a young age.
  • Wormwood Hill, The Easternmost Region. Nestled between the Green River and the Great Green Lake, The people of Wormwood have lived in peace for most of their existence, that however never stopped them from building massive forts and walls to defend their land. Wormwood Hill is situated atop silver deposits which are mined to pay for their extravagant riverside fortresses, where children are often raised to be soldiers.
  • Tall-Trees, The Southernmost Region. Directly south of The Burning-Timber, Tall-Trees is the largest region, dotted by many small lakes, the region(and nation) ends just far enough to allow (the neighboring nation) access The Great Green Lake. The Capital of Forestwood, Greengrove, is within the Tall-Trees region and is the cultural center of the region, many Averian lords visit the city to meet with the King for one reason or another.
  • The Dwarf Forest, The Westernmost Region. The word "Forest" is slightly inaccurate, trees in the area are spread thin, instead the land is blanketed with a sea of tall grasses(that would surely feel as a forest to any dwarf); also unlike the other regions of Forestwood, The Dwarf Forest is west of the River Long. The Culture of the Dwarf Forest centers around horses and hunting.
Due to constant attacks from North, West and South, the Averians have become distrusting of foreigners, especially elves. Outside of Forestwood many races treat the Averians as second class citizens(which often they are)

Most Averians follow the Church of Eight Paths, or a sub faction of the church.

Government:

Acting as a Monarchical Kingdom, each region has their own High-Lord and several lower-lords;

while there are only Four Regions, there are Five High Lords; The King Under the Leaves(Cadwalader Neirin), King of Forestwood is seated as the lord of Tall-Trees, The Lord of Forestfires(Einion Hayes ) from The Burning-Timber, The Lord of The Mound(Keith Brynmor) from Wormwood Hill, The Lord of Grass Horses(Duncan Mace) from The Dwarf Forest, and lastly, The Lord of the Roads(Edgar Silver) who leads the Silver Caravan.

Many people believe the Silver Caravan is the real power in Forestwood, they control all money and product coming in and out of Forestwood, they have the largest standing army, and they have more allies than any other lord, including the King Under the Leaves. The Lords of the Roads however, do not often care much for the internal politics of Forestwood.

The Averian government, like it’s people, attempt peaceful solutions rather than seeking war, and when they are pushed into war they do not push beyond their own borders, they do not seek expansion only defense. This does not however stop Averian mercenaries from working outside of Forestwood.

History:

  • c2400 BIA - The Race that would become known as Averians are born North of the Tarrowlands, tribes of this nameless mongrel race situated themselves around the Great Green Lake area.
  • 000 AIA - The Invasion of Avery begins. Warlord Avery Gethik, a human from the Eximian Empire, was the first to witness the potential of an Averian army, uniting most tribes and forcing out anyone who opposed the mongrel race.
  • 043 AIA - Avery Gethik II, a mongrel son of Warlord Avery, defined the borders of Forestwood, and named the land a kingdom. Being a mongrel, and the son of Warlord Avery, his first act as king was to name his race “We remove the shackles that name us mongrels, for it was my father who gave life to us all, ‘Averian,’ son of Avery I am, and so are we all.”
  • 044 AIA - tribes caught between the new nation of Forestwood and The Eximian Empire raid the northern villages, retreating before soldiers from Wormwood Hill can aid the northern Averians.
  • 068 AIA - A human whose name was lost in time declares himself King of the Rivers, seizing lands from the northern Averians and raising wooden fortresses to defend his newly conquered lands. King Cadwalader Gethik raises his own armies and traps the King of the Rivers in a forest of red leaved trees; the Horsemen from the Dwarf Forest blocking their escape from the north, his own forces meeting them in the south. Before the King of the Rivers had declared his defeat, King Cadwalader, being a fire mage, set the red leaved forest ablaze, having no safe place to flee most enemy soldiers perished in the flames, those who entered the rivers did not escape the hidden archers waiting along the rivers.
  • After the battle, King Cadwalader, sent his best mages to stop the fires.
  • 070 AIA - The Mages sent by “Blazing” King Cadwalader finally managed to contain the fire; wanting to learn why the fire blazed for so long, the mages study the woods, discovering that the red leaved trees, while still able to burn, burn very slowly, so much so that almost all the trees caught in the fire survived the blaze, many of which had only lost parts of their outer layers.
  • The trees quickly become one of the most valuable resources, for the country. The Mages, choosing to stay in the now burnt forest to help the people, are named lords of the Burning-Timber. To defend their holdings the mages start schools for magic and encourage everyone to learn at least basic magical skills.
  • 116 AIA - Due to personal disputes between The Lord of Forestfires and The Lord of The Roads, The Silver Caravan has been unable to enter Wormwood Hill.
  • 117 AIA - Eurig Aisling kidnaps the heirs of the lord of the roads and the lord of burnt trees causing the two lords to begin open conflict
  • 118 AIA - Eurig Aisling, now called the Golden Bastard of Forestwood, leads a small army from the Eximian Empire to conquer Forestwood. While dealing considerable damage to the divided forces The Golden Bastard's force was defeated, Eurig himself escaping the battle after setting the Fire Oak Forest ablaze.
  • 119 AIA - With the structure of Forestwood in peril many people turn to the church of Eight Paths. The largest faction of the church used their influence to control the Averian kings. Many leaders of lesser factions in the church of eight paths have been reported missing or dead.
  • 123 AIA - with the aid of the church, the government is able to maintain a stable form.
Recent events:

  • 273 AIA - Ephraim, the only son of Edgar Silver, the Lord of the Roads dies, leaving the lord with two grandsons by his daughter Carys(Hector and Darren Tranter)
  • 279 AIA - to reconcile the great houses of Forestwood Einion Hayes, the Lord of Forestfires, and King Cadwalader Neirin arrange a series of marriages to bind them together.
  • Darren Tranter married Dina Hayes. Fintan Hayes, heir to Einion Hayes, married Keeva Aisling. Finally Princess Blodueyn Neirin married Hector Tranter.
  • Prince Emyr, discontent with the Tranter's gaining the power of the silver caravan, plotted with Lord Brynmor and Emperor Ailill Erskine to seize power from his father.
Imports/Exports:

The Silver Caravan heads all international import/export trade agreements between Forestwood and other nations.

The chief exports of Forestwood are lumber and timber, particularly northern fire oak, which has an extremely long burn time. Other exports include silver, horses, lake fish, and other native animals.

The Silver Caravan imports practically anything of value; Iron, weapons, and immigrants are often prioritized.

Military: The Averians, despite all the bloodshed that brought them to the position they are in, are not fond of wars and so only use their military for defense.

Most soldiers fall into one of four categories, horsemen(both knight and common), Mages(both commoners and nobles), Archers(mostly Commoners, with a few knights and nobles), and lastly Mystic Knights(Mostly Nobles and Knights).

Averian Mages can only use elemental magic, so they must draw their power from the bonds they share with the land and the people around them, the closer they are to their comrades and the land the stronger their abilities are. The potential of a mage comes from their creativity, all mages are capable of the same feats, as long as they and their bonds with nature are powerful enough, and they can think of said feats.

Mystic Knights represent everything that being Averian entails, proficient in both mind and body, it takes a very long time to be named a mystic knight, you must be a graduate of a school of magic and receive a knighthood from a High-Lord, only then can you become an apprentice Mystic Knight, taught in small classes by a more experienced Mystic Knight, only the Mystic Knight assigned to train you can name you a mystic knight, if he dies before you are named mystic knight there is no second chance.

The Defense of these lands is not difficult for those who know the terrain, and know the terrain the Averians do.

On Wormwood Hill, forts line the Green River and the Great Green Lake, archers along the battlements make crossing the rivers all but impossible, and even if the enemy does they face the task of marching up hill to the most heavily fortified fortress in the known world.

Crossing the River Long in the west is much easier compared to the Green River, the river itself is left rather undefended, but to reach the river you must cross the Dwarf Forest, a long grassy plain. The grasses (around 1.5-2 meters tall, but in some areas have been known to reach 3 meters) easily conceal traps, men, and wild animals. The bulk of the soldiers in the Dwarf Forest are Horsemen, with a few mages among them to stop fires. while mounted, the horsemen can see clear over the grass but make easy targets, if enemies are spotted they often dismount and continue on foot, leaving few behind on horse to lure the enemy into a flanking position.

The Burning Timbers have the largest land border that lead into the heart of Forestwood, but that border is made up of a large forest of Fire Oak trees, bringing large forces through this forest can easily backfire,(see history)

While the Tall-Trees region does not have such easily defensible terrain as the other regions, it has a smaller border than the other regions; and being the heart of the country most soldiers are posted along these borders, where they make full use of the cover granted to them by the trees.

Forestwood does not border the sea, so they lack a proper navy, defense of the Great Green Lake is maintained by a small number of ships with trained archers, mages, and mystic knights who either freeze the water to create obstacles for enemies, or simply set them ablaze.

While the Silver Caravan does not have a real military force, they have amassed the largest single Averian army(mostly filled with guards and mercenaries) due to their wealth, resources, and promise of adventure.

Foreign Relations:


Nation VI: The Ashen Tusk

Race: Mixed, primarily composed of Northern Orcs and their associated diaspora of wanderers and Mammoths.

Society/Culture: The Ashen are not a race or nation in the conventional sense of the word. They hail from the lands to the far north, visitors instead of residents to this land. These nomadic pastoralists wander from chilly tundra to shivering forests in an attempt to survive the winter, leading their great wooly herds of mammoth like horses, which they use as a primary source of life sustaining nourishment and shelter. Their haggard lives depend so utterly on these hirsute beasts that the scattered tribes that make up their numbers revere the spirits of these gentle creatures above all other earthly deities. Their Shamans and Seers wield a powerful primordial magic, which is both feared and misunderstood by most others. It is for this reason that they were shunned by the Great Northern Empire whose name has been lost to the ages, heathens and savages pushed into the ice locked territories that straddled the end of the world. Though simple herders by nature, the tribes appear to have been united by a great Chief, who travelled the Southern Lands as a youngling and returned to lead his scattered people to glory and riches in richer pastures. Through conquest or diplomacy it remains unknown, the now legendary Sky Splitter; a powerful sorcerer and warrior now well versed in the ways of war and prophesied by The Father Mammoth to shatter the walls of all the Southern Crowns who refuse to kneel to the Children of the Sky and Snow. Styling himself as a Southern King and dressing in the finest of armour and garments, he now rallies the peaceful Orcs of the North to conquer in the name of their Ancestors.

History: The host now known as the Ashen were once a myriad of feuding nomads and petty farmers who inhabited the almost barren land beyond and to the west of the old Eximian Empire. The Orcs and their tribes occasionally fought as scattered warbands descending from their mountain strongholds to raid the men below them. Well spirited and fierce, they were however set back by a lack of discipline and the modern weapons of war wielded by their civilized neighbours. Iron and armour were the greatest prizes pillaged by their parties, followed by the skulls of those slain in battle (Skulls were the receptacle of the Soul) but never in sufficient quantities to pose a true threat to nobles and soft skinned races safe behind their stone walls. Any Orc that stayed too long in these lands risked being put to the sword by the knights and the magic of the “superior” forces.

These same men also resolved to keep the nomads locked behind the wooded borders of the mountains to safeguard their own lands from the tribes that attempted to seek richer grazing further down it’s slopes. The mammoth herds would frequently devour entire homesteads in their gluttony, and any attempt to stop these great beasts was met with frequently deadly force by the shamans who regarded the offering of the earth to the Spirit Mastodon as sacred. Sky Splitter was born to a small tribe known as the Wind Callers, and being an Orc of significant intelligence and ambition found himself tutored as a Shaman. In his spirit dreams he pictured a giant resplendent eagle, attacked by hawks and stripped of it’s feathers which scattered to the wind and fled. The eagle slowly gathered it’s forsaken feathers, devouring them to regain the strength of it’s lost flight. As it gathered the last one it took to the air with a flourish, soaring past it’s meagre frozen forests and into endless grassy plains overflowing with fat prey to devour. Announcing his intention to leave the tribe, he wandered as an adventurer to the lowlands, learning their ways and gaining a talent for exploiting the arcane. At last, covered with scars and brimming with the knowledge of his journey, he used his magic to enchant a huge hollow mammoth tusk, sounding it as a horn whose herald blasted across all the crags and aeries of the frostland. From the hillsides they came, their livestock in tow, to swear their allegiance to the new Chief of the Mammoth and follow the sacred messenger wherever he goes.

Government: Sky Splitter is the grand Chief of the dozens of tribes and families which make up the great herd he has assembled. Advised by the mightiest warriors and the wisest spirit men, the uneasy peace between the previously warring tribes is maintained by the absolute finality of his rule, as both a Chief and a Prophet.

Imports/Exports: Iron/Weaponry - Ivory, Fur, Meat

Military: The Ashen Riders have a mighty horde upon which to call it’s warriors from, tribal orcs with a varying degree of experience and equipment, the best elite raiders armed with steel and ferocious enchantments riding the swiftest and strongest animals ever to stride the tundra, with others little better than boar hunters, armed with flint tipped spears and little more than a burning conviction to fight. Sky Splitter knows that the majority of his forces are unfit to take on the soldiers and heroes the Southern lands have at the ready. His raiding nomads must find a way to organise themselves beyond the petty tribal differences.

Foreign Relations: N/A


Nation VII: The City-State of Highgate


History: The City-State of Highgate is one of many successor states of the now-defunct Eximian Empire, which spanned almost the entire northern half of the continent, having consolidated its power and territory over hundreds of years and dozens of emperors. The Eximian Empire met with disaster a mere five years ago, following the death of then-Emperor Acaelus, who had not named or sired an heir and whose weak rule had resulted in the nobility seizing a great deal of power and authority from the crown. Following a brief period of insincere attempts to negotiate, the Empire fell into a brutal civil war wherein the most wealthy and powerful of its citizens fought to take and hold some of its territory and resources. Even still, no clear victor has arisen; instead, the successors face war from within and without in an attempt to rebuild the fallen empire.


Being directly north of Forestwood led to a large Averian presence, so large the dominant religion in the city is The Church Of A Single Path. Marquise Ailill, a follower of The Church Of A Single Path, raised a grand temple for the High-Priest, Trevor Bran, leading to the church naming Ailill Emperor under the blessing of Pavo The All Consuming, God Of Power, followers of the church bowed to his authority including many lords of Forestwood, most notably Keith Brynmor The Lord of The Hill and Prince Emyr Neirin.


Unlike most new emperors stemming from the Old Eximian Empire Ailill did not have the support of his neighbors, nor the power to take control, aware of his lacking power Ailill has diverted most resources to winning over the support of Forestwood and defending his borders.


Race: Primarily human with a large Averian presence, though other races are permitted to live within Highgate they often clash with the locals.


Society/Culture: ???


Government: While Emperor Ailill has total control over the laws and rules that govern Highgate, he is more than aware that his power comes from the support of the church


Economy- Imports/Exports: Highgate has few resources that could be used to boost their economy, most resources available (lumber, coal, and iron) already have ready suppliers that can produce in larger supply.


Highgate has been able to sustain itself for the past five years on the riches acquired while under Eximian rule, at the time Highgate was a major trading hub between Forestwood and the Eximian empire, but that money will likely run out within the year.


Military: Highgate's military is split into four branches, Border Defense, Military Police, The Information Division, and the Exceptional Forces. Highgate, being landlocked, has no need of a navy at this time, and it's relative poverty limits the size of the military, despite these setbacks the size of the military is greater than expected due to religious support.


The Border Defense, as the name suggests, defends the borders of Highgate and the surrounding area, repulsing or slowing any attacking forces before they reach the city.


The Military Police are the city's protectors, defend the city, defend the emperor, defend the people, this is their creed and they must carry it out no matter the cost.


The Information Division studies magic, performs tests, advises the other branches, and gathers confidential information.


The Exceptional Forces is entirely comprised of those who have proven themselves above and beyond even the highest standards. The only requirement needed to join the exceptional forces is a recommendation from all Generals.


Foreign Relations: Like most nations born from the fall of Eximia, Highgate is hostile to their smaller neighbors, while plotting against their larger neighbors.


Their relative closeness to the Vasa Ascendancy has Highgate uneasy, especially with their recent expansion westward.

Nation VIII: The Kingdom of God

Race: Mostly human

History: The founding of the Kingdom of God predates written record, and as such, historians often dispute the facts of the state's origin. Be that as it may, the Church teachings, (accepted as the official record by its citizens), are unambiguous on the matter. According to the Church, the Kingdom of God was founded 3,362 years ago, in what would afterwards always be referenced as Year 0.

Those days, the Church records explain, were of a dark and sinful time, when a wretched and selfish people harmed, robbed, and extorted each other without concern or remorse, even and just as they were themselves enslaved and extorted under the heel of a nobility who had long ceased to even believe in their God, let alone to abide by His teachings. Instead they turned to worshiping idols and false spirits - and when God sent the dragon-spawn from across the seas to punish and unite them, the weak and foolish of the land simply surrendered to conquest, and soon took to worshiping the dragons instead, and forever shamed the world of men with their disloyalty. Such is the nature of the faithless heart.

Soon after, (the records are not clear on how long), came the time when only one sinless man remained living in the world, a monk who had devoted then half a lifetime to work and teaching and prayer. As the sinless man rose in the dawn of that day, in the solitude of his home, and prayed, he was answered with a vision, a voice, and a crown of flames that hovered before him, bright as day and light as air. And the voice said:


You are the best of my faithful, and the last of your kind,
And only you can save my people, who have rejected me.
For I am the voice in their minds that cries out
At their avarice and their cruelty
And they have silenced me long ago,
So that my Kingdom is without rule or order.
Not a kingdom of thousands
But a thousand kingdoms of one,
And defenseless.
So that when the terrible Dragon found their shores,
Their bodies were felled by fire and sword,
Their minds by fear and sorcery enslaved.


Now to the North a great Evil rises, the second of three.
An abomination, lifeless, that feeds on life
A shadow that devours the light, from beyond the campfire,
And having feasted, grows larger
Until it moves to devour the flame.
Too late will the just, the strong-hearted move to stop it
For again the faithless will fight it none,
And many will take up its cause.
For they are blind with greed, senseless with fear
And will not recognize the evil, even as they become it.
The wicked shall have overrun the world,
And the righteous will chafe under their boots.


Swiftly then shall the third great evil arise, in a faithless world.
A heedless power that cares for nothing at all, and nothing its mark.
Not an ordinary darkness, but one born from the death of light
When there is nothing left to cast a shadow.
This I have said to you, the last of my faithful
That you may know of your people's peril.
Take up my Crown if you would save them,
And tell the Righteous of my Word.
Henceforth you will have no name,
No friends, no family, no equals.
Henceforth you will be only my message to this world,
The words of my decree, the Voice of God.


(The Word of God Book 1, chapters 1.1-1.3.)


Afterward, Church histories say, the sinless man donned the Crown of Light, became the first Voice of God, and began what is now known to the Church as the First Crusade. With his preaching, prophecy, and prayer he swayed only the most powerless at first, the down-trodden selfless and abused, then the decent and well-meaning, then repenters and converts. Wherever he went he knew things and did things that no man should have been able to, for the knowledge and power of God were His to grant His messenger, and this drew only unease and hostility from the powerful at first. Three times assassins were sent for him, but he could not be killed - birds flew into arrows and knocked them aside before they could strike him, poison was taken and passed without effect, and though the last one stabbed over a dozen times with his dagger, it always stuck in a rib and left only a shallow cut behind, healed over in a matter of days. There were no more attempts after that, and eventually, though most clung to their newfound and silent gods, he had some allies among the powerful as well. One, a Magister and former general, even grew to be among the Most Faithful.

The Church's official history claims that the Voice of God had a small army by the time the demons came to Galadon, though the precious few histories that have been recovered from that time do not deign to mention it. A tide of wood and stone and steel and little else, an army of life-sized puppets bound to twisted, tortured souls, the demons overran the realms of man with a fury, and even though the false nobles that had always decried the Voice of God as a heretic and charlatan before still did not acknowledge the truth of his prophecy, he was among the many that were called to for help as they suffered defeat after crushing defeat in the fields. If he and his God were really true, some claimed, they ought be able to turn the tide and repel these invaders.

Church authorities do not dispute that the faith and righteousness of the Army of God at that time would have made it a valuable force, akin with the paladins of the Kingdom today, though the paladins have all the arms and armor and lifetime of training that those men did not. The Voice of God, however, foresaw that the only way to stop the demon threat for good was to cut it off at its source. With God's blessing to protect his army from the cold and hunger of the march, he led them north around enemy lines and to the far coast, where he had them build rough canoes and row out into the unknown, to find the island where there now sits the Kingdom of God. They fought their way from the beachheads to the center of the island. There, he destroyed the source of the vile magic that spawned the demons, purging the island of its evil. He deferred to God the victory, and declared that the island was now hallowed ground, that the sinful may no longer tread there.

The demon invasion was ended permanently, but not without cost. While the Army of God was away, the Galadonians had in their desperation taken to using the demon's own magic against them, binding their own souls to material shells in a way that the Church considers identical to the demons'. Meanwhile, at the center of the island was raised The Spire, a single tower of marble hundreds of feet tall that stretches to a point in the sky, and around it the church hierarchy was formed. A new Kingdom was declared, a Lord Bishop was chosen to follow when the Voice of God passed, and the Kingdom of God went through the first of many centuries of peace and construction, eventually reaching out to assign Bishops and clergy to accepting jurisdictions in old Eximia. Since vanquishing the demons, the Army of God has only once been called to war, nearly two thousand years after its founding, when the Lord Bishop of the time declared himself the Voice of God and called forth the Second Crusade, which ended in the "pacification" of the orc tribes to Eximia's south.

The Kingdom of God currently acknowledges Luscar I Vasa as the rightful Eximian Emperor, and is militarily guaranteed by the same.

Government: The Church of God, also known (mostly to outsiders) as The Church of the Fiery Crown. The Church breaks its composition down into three factions: God, the Clergy, and the Inquisition.

God, the supreme authority, is considered by Church theologians to play an active part in its administration. This is believed to generally manifest itself by influencing the actions of its leaders – with the effect that they behave more in accordance with His will, and to the greater benefit of all – or sometimes directly, by speaking through the Lord Bishop, whose orders therefore become supreme and infallible for such time.

The Clergy, made up of men who at some time or other volunteered to be trained for the office and swore their lives in devotion to God, is seen as His political arm in this world. Any man of fifteen years, having reached adulthood, may take the Oath of Service and so be assigned by the Church to training either for the priesthood, or for the Inquisition, according to his strengths. Historically, such applicants have mostly been residents of Eden, though the number of foreign applicants sent there to study has been steadily increasing over time, and in recent years has actually begun to out-number the natives.

The Church’s operation in each sovereign nation in the known world is overseen by a bishop, with the Bishop of Eden being appointed by council among them and each of their successors appointed, from among the priesthood, by the Bishop of Eden. One may note that although each diocese holds a different number of the faithful, the size of the appointed congregation is not strongly linked with the prestige of each position. Intolerant and totalitarian nations such as the East Oberland Empire, for example, though holding only a small, underground sect of devotees, call for an exceptionally bold and crafty leader, one who can work to spread the Church’s teachings among an exceptionally narrow-minded population, while nonetheless still outmaneuvering and avoiding persecution from their fanatically xenophobic governance. As such, any man holding such a post is highly regarded, as is the office itself.

The priests, the fundamental units of the clergy, are tasked with overseeing each actual gathering of the faithful, to see that the proper teachings and practices of the Church are properly observed. In some places, they serve as little more than well-respected beggars, who share their knowledge of the Faith and are (or may sometimes be) generously given donations in return. In others, generally among especially devoted congregations, they also serve as community leaders and magistrates, resolving disputes and overseeing development among their congregation (even when this is not officially within their legal authority, as it is in Eden). Priests within a diocese are instructed by the bishop as to what sort of role they should fill, according to his management and understanding of the local political environment.

The Inquisition is, for want of a better term, the military arm of the Church. While the function of the Clergy is to serve God by converting the wicked and strengthening the faithful, the Inquisition serves instead by eliminating evil. The Inquisition consists of three basic roles: the Exorcists, which answer directly to the clergy on equal standing with the priests; and the Monks and Saints, which collectively form the Army of God and answer only to Him, (ultimately), and the Lord Bishop (directly). The Inquisition, unlike the clergy, is not restricted by sex, and does not often interact with the general population.

The most basic unit of the Inquisition is the monk, (or nun, for females,) which is generally the destination of those devoted who have neither the exceptional intelligence to be assigned to the clergy nor the extraordinary martial prowess to have been promoted to the Saints. Nevertheless, they are far from incapable: After two years of training in fundamental monastic doctrine, a monk is armed and armored with the finest magically-enhanced Eximian steel available for purchase in bulk, and begins life in the monastery. There, monks are expected to wear their arms and armor at all times – eating, sleeping, praying – for all activities except bathing, which is done communally every morning. There are approximately four and a half thousand monks in total, spread over twenty-four active monasteries. Additionally, at any time the Kingdom of God hosts anywhere from a dozen to over a hundred foreign warriors employed in temporary service in the monasteries, either as a sign of devotion or a means of serving some penance. Such temporary volunteers are known as “Templars” and, as a valuable source of recent combat experience to the never-deployed Inquisition forces, are frequently placed in training and leadership positions for the duration of their service.

Since the order accepts men as well as women, the daily communal bathing serves a dual purpose as a test of resolve in challenging the requisite oath of celibacy; to ensure success, each unit of monks is kept under the kind of observation generally considered excessive even for the most infamous political prisoners in less-devout societies. New trainees are not physically punished for signs of… interest… but such surrender to natural process is regarded as weakness in the doctrine, and shame tactics are regularly employed until an initiate learns to control such impulses during his or her waking hours, often with the help of targeted “counseling.”

This process is additionally aided by the practice of addressing a male monk by the title of “Brother,” and a female as “Sister.” This practice itself imposes an inherent taboo on perverse thinking regarding one that the monk is trained to think of as a sibling, (or that any other individual is compelled to refer to as such), and also justifies further measures to be taken on the part of the Church: As with other, more literal cases of incest, any nun found to be pregnant following initiation, along with any of her known or confessed illegitimate lovers, is thrown into the Sacred Fires that burn at the center of the island to be “cleansed.”

Fortunately, the combination of piety, tradition, and applied deterrence employed in these institutions makes such cases so rare as to be virtually nonexistent. A typical day in a monastery follows the morning bath at dawn with armament, then the breaking of the nightly fast, and an hour of silent prayer. Morning prayer is followed by melee practice with blunted weapons until midday, with the monks split into two even units to alternate attack and defense against the other side as a group, and this by the midday meal and another hour of prayer. The monks are then divided by combat role – cavalry in one group, archers in another, and so forth – and spend the remainder in the day in either military drill or combat practice (swordsmanship for the infantry, horsemanship for the cavalry, marksmanship for the archers, and so forth). Sunset brings the evening meal and another hour of prayer, after which the monks are allowed to sleep away the remainder of the night on the dubious comfort of the hardwood shelves in their barracks, with the inner padding of their armor serving as the only allowed comfort.

The other part of the Army of God is the Saints, which, though distinguished from the Monks by authority and title, is arguably simply an extension of that order. Numbering at about four hundred in total, each of the Saints originally began their career in the monastery, and the vows and obligations of that lifestyle still apply to them. Nevertheless, the Saints themselves are all housed and trained in the grounds about the Spire, with the exception of a particularly experienced few who serve to command and train several monasteries about the island. They are also considered to be above the Monks in hierarchy, having been selected for elevation from among the very most elite of that order for their strength of will and natural fighting ability, and are differently equipped in their armament. While a Saint keeps the armor given him or her by the monastery to wear, their weapon of choice is replaced by a brightsteel weapon of choice for their right arm, and a flat, rectangular brightsteel mirror shield for the left. Notching along each edge of the shield allows them to be fit together in formation, side-by-side and at inward right angles top-to-bottom, allowing two rows of Saints to form nearly seamless cover from above and ahead if necessary. The Saints (and, by extension the Monks), are commanded by the Crusader, whose office is filled under the authority of the Council of Bishops. The current Crusader is Tuo-Hakta, a fearsome, battle-scarred orc and convert whose unanimous endorsement by the Council remains controversial among the monastic order even in these modern, enlightened, accepting times.

Whereas the Monks consist of such sworn servants of God as had not met the intellectual requirements for the clergy or the martial qualifications of the Saints, the Exorcists are made up of a particularly elite few that begin by showing great promise in both. The Exorcists, for their part, are undoubtedly the most elite units of the Inquisition, if not generally the best respected. They form the only branch of the Inquisition that remains active at all times, regardless of when a Crusade is called, and the only one that may be called directly to action by the clergy. They are also the only branch to regularly utilize foreign schooling as part of the training process, and the only one that does not bind the membership to celibacy. (Since fornication is still actively discouraged, however, and the constant and deadly trials that characterize this lifestyle are not conducive to marriage, this is nonetheless a privilege that the exorcist rarely manages to enjoy.)

Exorcists are only chosen from among the youngest of devotees, after showing a great deal of promise in all areas of ability. Following selection, an exorcist must then confirm, of his or her own will and without outside coercion or pressure, that he or she agrees to begin this path – otherwise, the child is instead redirected to the clergy or the monastery, at his or her discretion.

The first few years of training as an exorcist are grueling both mentally and physically: During this time, the child sees no company but his/her trainers, enjoys no diversion except his/her studies, and discards all ties except the Church. The candidate emerges, generally entering their twenties, with will of iron, muscles like steel, reflexes like lightning and a mind like a vice. The candidate achieves expertise with knives, swords, axes, bows, spears, unarmed combat and (for its all-occasions usefulness) the quarter-staff, and becomes intimately familiar with the Church’s wealth of knowledge on countering such evil as demons, curses, malicious spirits and other unholy entities. It is also a well-kept secret that, as part of their mysterious curriculum, the Church itself deliberately trains these individuals with the particular subset of knowledge and physical skills, involving such matters as scaling different sorts of walls, the noise profile of various strides while wearing different types of footwear, and the engineering of different types of locks, that would in other circumstances make for a very efficient class of burglar.

Graduation from the Church curriculum has no set date for an exorcist, instead simply taking place once his or her tutors have decided that the candidate has begun to approach the theoretical limits of a gifted human individual’s physical and mental performance. Nonetheless, the common trend is that this occurs at about the time when the individual becomes (or nears becoming) fully-grown, at which point they are told that they are to make their way to the University at Tor to pass the requisite entrance exams and submit a provided fee waiver as soon as possible – the waiver, of course being exchangeable to the Church for the full cost of a semester’s tuition. Here is the first great test of a potential exorcist, as the fee waiver provided has an expiration date set for two years from the date of graduation. The Church neither provides nor allows any outside help in reaching the destination before this time, nor even any provisions or equipment save for the clothes on the candidate’s back – after all, it would be frivolous to invest so heavily in the education of an agent without first being sure they were worthy of it on their own merit.

Many candidates die trying to cross the ocean and reach the mainland on their handmade boats, many others killed by bandits or hostile governments or wild animals after landing there. Once having reached the University too late, the candidate’s only options are to give up on the path that they’d sacrificed the last great portion of their life to pursuing, or to return to the Spire for a renewed waiver and begin the journey anew. Most choose the latter. A few seek work as criminals or mercenaries instead, shaming the Church and the order which they had failed to aspire to. The rest either reassign to the monastery, or give up on the use of their hard-learned skills and enter civilian life instead, settling for common happiness over hard-won excellence and never looking back again.

For the candidates that succeed at this first major trial, command is transferred to a training-grounds in Tor where prospective exorcists will eat, sleep, train, study, and report their progress to. Aspiring exorcists at the university, funded by the Church, are assigned to essentially one of two paths of study: If magical aptitude is discovered, upon testing, then the candidate will be directed to the study and practice of basic, non-somatic spell casting, while regularly training on Church grounds to apply this knowledge to active combat. If no magical aptitude is discovered, on the other hand, then the candidate will be directed towards further mechanical and chemical study, and so practice the crafting of various devices and concoctions that may often prove useful in the fight against evil.

From here, a candidate graduates to a full exorcist one of three ways. First, and most commonly the student reaches a level of competence sufficient for the board in Tor to declare him or her fit for practical tutelage. At this point the candidate will be assigned to the instruction of an active exorcist. The candidate is to accompany and aid said exorcist, to the best of his or her ability, until such time as the exorcist declares the candidate to be fit for independent deployment.

Secondly, the candidate may be assigned to such tutelage under an active agent, and then complete one of said agent’s assignments after he or she perishes in the act of carrying it out. This is understood to automatically graduate the candidate to the rank of full exorcist, whereas failing to complete that same assignment will simply result in being assigned to train under another such agent.

Finally, the student may study and train at the university for an especially long time, so that the local administration deems the candidate worthy to be sent on an exorcism alone. Though first-time exorcists are never given especially prolific or dangerous cases to resolve, it is not uncommon for inexperienced agents to be killed on such a mission.

Like other branches of the Inquisition, the Exorcists ultimately hold God as their primary authority, and so can and will refuse to accept any assignments from the clergy that are clearly in contradiction with His teachings – banishing a powerful demon is seen as in accordance with the will of God, where assassinating a powerful nobleman is not. Because of this, and because clear-cut cases of pure evil in need of elimination are so generally uncommon in the world, there are only thirty-six active exorcists scattered around the world today, thirty-two of which are working with apprentices.

Society/Culture: Heavily overlapped with "the Church," and, therefore, with "government." Boys and girls born on the island are raised with the full understanding that this is hallowed ground, and no place for the sinful to tread. This alone is not sufficient to eliminate sinful and discordant behavior, of course, but it makes a very good start. Though the nature of people is such that there will always be exceptionally greedy, selfish, or simply rebellious personalities in any sufficiently large population, the motivation for actual crime (with the exception, of course, of fornication and other vices outlawed on the island,) is small.

Distribution of the Edener's staple foods of bread and fish is controlled by the church, and the supply is plentiful - a household, or even individual, has access to effectively as much food and water as they care to ask for. (Because of the short effective storage life of these foodstuffs, as well as their generally bland-if-acceptable flavor, and not least because of the social stigma associated with the appearance of gluttony on the island, a citizen will not generally request a more than healthy amount.) The surplus of each day, generally plentiful, is packaged for preservation and shipped to Eximia for distribution among the poor of the faith abroad.

In addition to sustenance, it is also the Church that provides medical services, as well as housing and land for newly-wed couples... though when the last living inhabitant of a household dies, these revert back to the Church instead of passing on to their immediate family. Money, in fact, is of little use in the Kingdom of God, (except for trading in exchange for others' allotments of luxuries like salt, spices, alcohol, pipe-weed, or tobacco), as a means of acquiring the real wealth, which is power, that it is often confused with. Add in the very high chance that any theft or crime one commits will be discovered, with the usual sentence being a various length of time in (paid) service on one of the Kingdom's fishing ships until the convicted are deemed sufficiently penitent to be allowed foot on the island again, and it's plain to see why the rate of crime in the Kingdom of God is so extraordinarily low.

Imports/Exports: The primary imports of the Kingdom of God are steel, knowledge, and the donations of the faithful. The primary exports are faith, fish, grain, and the occasional trinket of brightsteel.
 

Tirin

God-Emperor of Tealkind
Moderator
Nation IX: Empire Hidden in the Sand - الإمبراطورية مخبأة في الرمال
Race: Tieflings
Society/Culture:

Tiefling society follows two tenants that are represented in their government: Might and Faith. Whether it be intellectual or physical might, Tiefling seek to better themselves to achieve it. Their culture reflects the strive towards achieving it with mandatory military service for all men and women at a young age. Faith is the center of their society as it's seen as the reason for their creation. Every morning and night, Tieflings pray for the Sun's blessing and for it to rise the next day.

The majority of tieflings are farmers and miners until their mandatory military service. The profession of farmers and miners are seen as an honorable profession as it works towards their strength.

History:

Long ago, a desert tribe struggled to survive under the scorching rays of the sun. From the sky, the blood of the sun fell into the sand in front of their feet. The sand itself gave way as it formed a small pool of mercurial liquid tempted their parched throats.

"Drink and receive my blessing as the Sun's Chosen."

The brave and the desperate sought comfort in the liquid as their bodies began to shudders and twisted. Their skin changed to burning shades of red, darkened purple, and obsidian hues. Their body shifting as their teeth grew out to sharpened points and with new sets of horns and lengthy tails. Before they drank, their eyes were muddy hues of brown and black but grew to a bizarre collection of colors: White, Black, Red, Silver, and Gold.

"Arise, my chosen. Your start begins to the south. You will find water there and the start of your great kingdom."

After the mind-numbingly painful experience, the tribe arose in the arid heat of the desert unfazed by it. Their skin reflected the heat as they followed their leader south where they founded the first city and the center of the Empire of the Hidden Sand: Al'Qalae.

Al'Qalae flourished as it built from a small town under the charge of Khut. The people needed a leader and had chosen Khut to be their first Sultan. Al'Qalae grew under his rule as did his people. When Sultan Khut I had passed away, he left a son: Jalij I. Sultan Jalij I left his mark in the annals of history with the creation of Al'Khalij. His grandson, Qorv I had expanded the Empire with the construction of Al'Wahh.

By Jalij II's rule, his civilization birthed an Empire. Aside from minor revolts, there had been little bloodshed in the rule of the kingdom. Sultan Jalij II brought a growth to his people in the form of his curiosity in the north. After sending out scouts, they discovered the Eximian Empire. A trade began as precious metals and stones flowed out of the capital in exchange for strong pieces of lumber, horses, food and iron. Jalij's paranoia had gotten the best of him as the Eximian Empire grew bolder and larger. His Empire seemed like a small stepping stone compared to the Eximian Empire. Retreating within his desert, he focused on bettering his nation without the aid of trade. On his death bed, he uttered out a warning.

That warning would be ignored by Sultan Jalij the IV. Within the first grand decisions of his ascension, he declared that their Empire would explore outside of the burning sand - north to where the Eximian Empire was.

Government: The Empire Hidden Within the Sand is ruled within absolute supremacy by the Supreme Pillar: The Sultan. Following that, the Sultan is supported by the Pillar of the People, the Pillar of Might and the Pillar of Divine. Grand Vizier Zetaya is a representative of the common people of his empire, overseeing the concerns regarding Al'Qalae and bringing Jalij's attention towards particular issues within his empire. While Zetaya handles civil matters, Windweaver Sol handles the divine matters. Faithful towards the Sun, Sol was blessed for his piety with his absolute control over wind itself and dictates the faith within the Empire. Overseer Denat is the grand general within the Empire, focusing most of his attention on training and growing his army while keeping the peace is seen as an afterthought.

Representing the pillars of the West and East, Viceroy Telin and and Avat report to Zetaya on matters within their cities.

Sultan Jalij IV - The Supreme Pillar

Grand Vizier Zetaya - Pillar of the People
Overseer Denat - Pillar of Might
Windweaver Sol - Pillar of Divine

Viceroy Telin of Al'Wahh - Pillar of the West
Viceroy Avat of Al'Khalij - Pillar of the East

Imports/Exports:
The Empire Hidden in the Sands had an abundance of metal, gems and spices that they discovered while constructing Al'Qalae. The first mine rested near the palace as it's still being used by the Tieflings to draw up resources. With the abundance of sand and affinity for fire, the people of the sand stumbled upon the discovery of glass. The strange beasts of the desert, such as Elephants, were captured for food for the Tieflings to survive, but also to sell to whomever was interested in keeping the pet. From the vast amounts of their harvest, the Tieflings spun their flax into linen, offering their excess to trade.

While exchanging these rich goods, the Tieflings sought something simpler: vast amounts of wood and horses. The Eximian Empire rode in on those majestic beasts and Sultan Jalij II exchanged a gold ring off of his finger for two of his own. The Tieflings needed more of the beasts to tame and breed in order to fill their ranks entirely. The wood was required for their weaponry, buildings and tools.

Foreign Relations: Hidden away for thousands of years, the Empire hidden in the Sand focused on preserving their legacy and culture. Originally, they had done business with the Eximian Empire, but in fear of their size - Sultan Jalij II withdrew from the world. His focus turned towards amassing the strength of his people in the event that the Eximian Empire grew large. On his death bed, Sultan Jalij II echoed out a warning for his people: “Beware the Pale Lurkers beyond the Sand.” The warning lasted for centuries until Sultan Jalij IV took the reins of his nation and led them outside of the burning sand.

Sultan Jalij IV has been outwardly excited at the concept of trading again with the Eximian Empire. Sultan Jalij IV's Empire had grown massively since his predecessor's expediton north as it was surely capable of anything they may run across.

Nation X: Nostastone

Races
:
-Tengu: Clever, audacious, and wise, the tengu communities in Nostastone date back to ancient times. With the large wings on their backs similarities are been drawn between the tengu and harpies, but a tengu's arms and wings are completely separate. In addition, tengu are much more human-like in appearance and behaviours. A tengu's appearance most resembles a tall human, but its physiology functions differently depending on the tengu subspecies. Most tengu have a few traits in common. They are a long lived race. They tend to warn against being too proud and arrogant, despite being known for these traits themselves. They are territorial by nature. However, tengu are also mischievous and fun loving.
--Crow Tengu (karasu-tengu): When tengu are mentioned, it often refers to the crows. As the most well known subspecies of tengu, they can often be seen flying over the mountains. Crow tengu have black feathers like a crow. Of all tengu the crows are most human-like in appearance. Crow tengu are the only subspecies of tengu capable of flight. A crow tengu's bones are partly hallow making them fragile, and they do not have much physical strength or muscle mass. Crow tengu are agile, having great balance and muscle control. They move at high speeds both in the air and on ground with their light body mass. Having magical potential varies among crow tengu, average tengu have a small potential for magical abilities, but for most this potential is never realized. Wind magic is easier to use for them. Crafty as crows, most prefer a diplomatic approach, and dislike bloody conflicts. Nevertheless this does not dissuade them from friendly brawls and aerial duels.
--Long Nose Tengu (hanataka tengu): Tales involving these tengu are often exaggerated. Since they are not seen as often as crows few have bothered to correct their image. Like their namesake implies, they have larger noses than other tengu and humans, but only slightly larger. The skin of a long nose tengu has a reddish tint to it. These tengu are roughly as tough as a weaker human. This causes long nose tengu have too much body mass for flight. Their wings can vary in colour, but have become vestigial. Long nose tengu do not have the agility of crow tengu and have little capability for magic. Despite this they are considered wiser than crow tengu, and live longer lives.
--Wolf Tengu (tiangou (literally: heavenly/sky dog)): Whether wolf tengu are actually tengu has been a debated subject. Wolf tengu are a subspecies of tengu that originated from the same ancestors as other tengu types, but have distinct features. Instead of human-like ears their ears resemble those of wolves, allowing for fine localization of sound. Wolf tengu have no wings, even if they did they could not fly. Wolf tengu have average toughness, with some of the dexterity and balance of crow tengu. Their biggest strength is their sharp senses. A wolf tengu has heightened senses, being able to detect motion better and having acute hearing. Wolf tengu are more attuned to magic than long nose tengu, and are suited to intricate but less powerful magic like modification and weaving spells. A wolf tengu's features depend on it's lineage, certain hair colours, teeth shape and tail fluffiness are passed down from parent to child.

A approximate population ratio among tengu is: 50% crow, 15% long nose, 35% wolf

-Elaneae: How the elaneae came to be is a mystery, all that is known about their origins is that in ancient times they were one and the same with elves. For the most part Elaneae are anatomically similar to elves. Elaneae show varying degrees of spider features (think driders but with elves and sometimes not as spider-like). The average elaneae is pale with four extra spider legs along with regular elf legs and sometimes fangs. More extreme cases have a full spider's abdomen and all spider legs or only spider fangs and no spider legs. Elaneae are dexterous but have weak bones from the lack of vitamin D and other nutrients. While there are few elaneae that can reach the level of arch mages, most have at least a little magical power. Elaneae are attuned better to water magic, but can use other types. Elaneae have web glands, but they are not connected to any external organs. Using magic an elaneae can extract it's silk from it's body.

-Nature Fey and Other races: The deep vast forests of Nostastone are home to many fey. Fey vary greatly in shape and size, but are born from an aspect or force of nature. Their physical appearance and features are often reflected in their connection to nature. The fey are magical in being and are sensitive to changes in their environment. Examples of fey races common in this category are dryads, fairies, and alraunes.
--Fairies: Fairies make up most of the fey in Nostastone, with their numbers above those of the other races. Fairies are the embodiment of nature. It is unknown if a fairy can die from old age, like nature they seem to persist even through large disturbances. Fairies have child-like minds, but have the capacity to learn. They tend to stay away from strangers, except when playing pranks on them. Their physique can range from the size of a palm to the size of a young adult. All fairies have some sort of wings, but flying relies more on magic than creating lift. Fairies age slow, ones that have lived for thousands of years are deemed great fairies and are larger and smarter. Fairies are incredibly weak physically, any human would be able to overpower a fairy. All fairies have some innate magical powers, but few have enough power to do anything more than cast minor spells. All fairies are connected to an aspect of nature, the type of magic they can use correlates with this. Anywhere from a one to two weeks after a fairy is killed any remains will disappear, and the fairy will resurrect at their link to nature or a nearby area with a large mana concentration or untouched nature. When fairies respawn their bodies have no traces of injuries and they retain no emotional scarring.
--The dark and unwelcoming parts of Nostastone are home to all manner of strange creatures who thrive in the magic forests away from prying eyes. This includes both wild beasts and civilized beings. Races common in other areas such as humans or dwarves can sometimes be found in Nostastone, but they are a minority.

Geography: Nostastone is located in a mountainous region by the western coast. It is a cool temperate climate due to the wind currents brought over the ocean. Some southern mainland regions are warmer and drier. In the Nostastone mountain range there are multiple mountains. The highest of them is red mountain, with its tallest peak standing 2900 meters above sea level. It is an ancient stratovolcano that has been dormant. The mountains are cool due to their altitude, and receive large amounts of precipitation. The mainland below the mountains has many dense forests atop magical ley lines, as well as normal temperate forests and grasslands. Some forests tree species can grow quite large. Nostastone is also home to various species of bamboo. Underground there is a massive cave network in two regions to the north. It is a natural maze that can be hazardous if one does not know what paths to take. The ground is still structurally supported, and has been reinforced by it's residents.

Society/Culture: Each race, and communities that include multiple races have their own culture and societal structure. There are some similarities shared between them. The currency used in Nostastone is the notch. Notch coins are made through casts, there are seven different coins. There are four metals used to make the coins, and each coin has a different design along with a number showing its worth. Society in Nostastone does not have a heavy emphasis on foreign trade. While there are some trade routes, and trading happens between regions, society in Nostastone is self sufficient but not a closed economy.

There are two main languages spoken in Nostastone. The tongue of the tengu called Tienyu, and the language of the Elaneae which is a modified version of Elvish. Most citizens only know one of the two.

Fighting is a large part of society in Nostastone. Although Nostastone advocates peace, non-lethal dueling is common among citizens. There are special rules for melee and ranged battles, but generally anything goes as long as it is non-lethal without any lasting harmful effects and doesn't break the preset rules.

-Tengu Society/Culture: Tengu live in settlements that they have built. Tengu have a preference to build their settlements in the mountains, but there are those below them. Buildings are made of wood or stone, sometimes implementing bamboo. The material used depends on the material's availability and quality. In certain forest settlements with giant trees buildings are made to incorporate trees, using them as walls or support. This helps to save on building costs and preserve the land. The idea was originally suggested to tengu by dryads.

The tengu calendar is a lunisolar calendar based around the seasons. The main food source of tengu is farming. Farmland is privately owned. There are fishing villages, by the coast and the lake, but fish is not commonly eaten outside of those regions. Crops often farmed are rice, tea, cotton, potatoes, various fruit, soy, wheat, and bean species. Over the years farming techniques in Nostastone have been improved to increase yield, and farm sustainably without damaging the land. Many techniques were taught to the tengu by the fey and nature deities. Although the tengu believe in preserving nature and living in harmony with it, it took a long time for the tengu to let go of their pride long enough to listen to their neighbours. The tengu have long since developed ways to craft small boats for travelling over rivers, and fishing trips. Some tengu farmers raise egg laying bird species, but most meat comes from hunting. Meat is not eaten as often, and tengu hunters are careful not to overhunt an area.

Tengu have a structured society with a focus on lineage. In all subspecies of tengu there are noble lines and lords. Regions are watched over by one or more lords that take care of smaller matters in their area. Tengu of higher status are the only ones given the opportunity to join the council as a tengu, but they still must prove themselves worthy first. A young noble must show admirable traits and gain the respect of their peers and common citizens alike to be able to join the council. While young tengu are free to pursue whatever profession interests them, it is rare for one from a non-noble line to ever reach a higher class. Everyone has a role or profession in tengu society, it is rare to see an adult tengu of lower class without some sort of job. Many professions are dominated by a particular subspecies of tengu that are innately better at it. Most messengers are crows, hunters and patrollers are wolves, and long nose tengu are stuck with office work. While these stereotypes are often true, there are exceptions. Tengu communities are welcoming to outsiders and people of different races, but wolf tengu can be territorial and patrol their land to stop any suspicious activity.

Religion in Nostastone above ground has no church or large organization. It is not a path of worship but a way of life. The teachings and ideas are esoteric, with each group having different interpretations and views, but many have similar values like helping those in need. Temples in Nostastone teach their followers to achieve harmony in body, mind and soul. Those who follow this path are devoted in bettering themselves, and living in harmony with the flow of nature and all living things. They strive to best their best selves, not harming or hurting anyone, and respecting all. There is a strong emphasis on karma, and that all actions and intentions accumulate karma. Karma is the process of cause and effect, all actions and intentions will have consequences. Good intention and proactive actions accumulate good karma, bad intentions and passive actions accumulate bad karma. Often times actions and intentions will not accumulate only one type of karma, but all actions accumulate karma. Accumulating karma in itself simply means that one has taken an action, and is not inherently good or bad. It is taught that all things have different aspects of light and dark that they are composed of. All souls also exists in a duality of light and dark, capable of both good and bad. The opposite sides clash, but without the other they cannot become whole. It is also believed that some actions will cause impurity in an object or soul, rituals are preformed to purify and cleanse the impurity. There are monks who train themselves and teach those who are willing to listen. Those truly wish to master this way may leave society for secluded locations and become hermits. For the common man these are just ideas that they try to incorporate into their every day life in what way they can.

Located around Nostastone above ground are many small shrines. Shrines are sacred places built to respect and honour gods (Not gods of creation, but creatures or people of spiritual nature that rely on faith for their power and existence) in the area. These gods are spirits created from the beliefs of the people and the land long ago when people first had thoughts. They need faith to sustain themselves, or else they will gradually become weaker (but having excess faith will not power up a god). To have faith in a god is not only to believe that it exists, but to believe that it should exist, and want it to exist. It is to respect it, and rely on it when the time comes. These gods usually represent some aspect of nature, a concept, words, a plant or animal. Gods usually have some power related to what they represent, and can cause minor miracles, however miracles are not something that should be used lightly so they are used sparingly. Gods can vary widely in temperament, ranging from malicious to kind. Some have physical forms while others are spiritual.

While shrine may incorporate some of the teachings in Nostastone, they have their own rituals and practices. While not all shrines have tengu maintaining them, those that do normally have one to six shrine keepers. There is no typical shrine keeper, most have different approaches to their jobs, but some keep in contact with other shrines. Shrine keepers offer various spiritual services and also do burials. Most shrines are maintained by tengu priests and shrine maidens, however many do not get visited often by tengu with the exception of shrines to harvest gods. Those who dedicate themselves to serving gods and spirits at shrines often live at the shrines. In Nostastone the role of shrine keeper is passed down from parent to child, but rarely a shrine keeper may take on an apprentice. A family line takes care of a shrine from the moment the shrine is constructed and a symbolic bond is formed between the family line and the god. Those that come from a long line of shrine keepers often have inherent spiritual powers, how these powers manifest themselves depends on the family line. Shrine keepers train in their own family fighting style, using a combination of physical, magical and spiritual techniques. This is because they are expected to deal with spiritual threats and keep order with the various creatures that lurk in the forests when guards cannot.

In tengu culture it is valued to be clever, audacious, and wise. While activities in the settlements are overseen by the tengu council there is a lot of autonomy in the separate regions. The general air in tengu villages is uptight, but lively as citizens go about their daily lives. Young tengu are taught in schools to learn about the world around them and how they can apply knowledge practically. Tengu while versed in the art of war, dislike conquest and bloodshed, fighting techniques are not taught to the general populous. Despite that basic magic lessons are readily available for those anyone with enough money, potential, and will to learn.

Long nose tengu dislike dueling others, but wolf tengu and crow tengu like duels both for fun and sport. Most crows take it to the air, but will ground themselves against those who cannot fly.

-Underground Society/Culture: The Elaneae live underground in large caverns around Nostastone along with subterranean fairies and other creatures. Over thousands of years Elaneae have made the caves habitable and self-sustainable in case the caverns are sealed away once more. Those underground have lived together in close knit communities since they were trapped there long ago, and continue to do so even now that they can exit the underground freely.

Society underground is peaceful in one sense of the word. The underground cities will accept anyone of any race so long as they do not cause much trouble. They focus on enjoying what they have in life. Even now that there are entrances to the surface, those underground often choose to continue living below the surface, and have no will to conquer other lands. Children are carefully raised with the help of the community to learn the values of those before them, but also to encourage individuality and self expression. Wastefulness is frowned upon. There are many resources that while not vital are in short supply, so those underground make the most out of what they have. Despite the peacefulness something is always happening underground, whether it's big or small.

There are three main cities in the underground where a majority of the population lives. The biggest of which has its own palace. Outside of the main paths the cities are maze-like and dense, filled with winding alleys and narrow passages. The cities are always alive, the bright lights and sound of carousing can be seen and heard from far away. People are always moving between the stone buildings lit by lanterns, and activity can be spotted far above the painted building roofs near the cavern ceiling.

In the underground those with power are the strong. This is not measured just in physical strength, but all aspects of being strong. Those who can gain the respect of citizens, and prove their strength often watch over their district to maintain order and stop crime. Crime rate is low in the underground cities, and this helps to lower it even further, and works against corruption. Having this social status does not come with any benefits by itself.

Water can be found from the rivers that flow in from the surface. Over time the elaneae and underground fey bred edible plants and fungi to be farmed under the circumstances they found themselves in. Surface fruits and vegetables are traded for with surface settlements, but meat is rarely eaten. Day and night are different deep underground where the sun does not shine. They have adopted the calendar and clock system of those above ground, but many have their own schedules separate from day and night.

There are no organized religions underground Nostastone. Nonetheless some practice values of the tengu above ground, and hermits may seek secluded passages in the caves to meditate. To an outsider how the underground operates can seem strange. The community as a whole comes together to make important decisions. Meetings are overseen by those in charge of a district. There is not much in the way of law enforcement in the underground, but any crimes are dealt with quickly. They do not have prisons underground, serious offenders are sent to tengu prisons above ground. Many underground enjoy fighting, but assault is not tolerated. The underground has a policy of honour and honesty. Under Nostastone when one breaks something one takes responsibility for it, and when one is helped, one always repays the favour. Those underground, especially elaneae hate lying and dishonesty.

These is one noble line of Elaneae underground that lives in the palace. The queen controls of the elaneae has power in the underground if they are respected. If they are deemed worthy they often play an important role in making large decisions. The noble's power is the only thing close to a large governing power in the underground, but it still does not hold as much power as most governing systems.

There are those underground who have more artistic pursuits. There are many smiths and crafters, along musicians and artists. Society underground is more advanced than that above ground. This is due to the wisdom and intellect of the engineers who worked to make the underground sustainable while documenting all of their progress. Geothermal energy deep down (Note: not electricity) is used in the biggest machines and systems underground. Some of their inventions are traded with those above ground, but they are not regularly produced.

-Fey and Other Races Society/Culture: The fey and other races do not have a society in the normal sense of the word. They find safety in numbers, but don't form civilizations or settlements. Fey live among nature in small homes hidden by fey magic. Other beings may have small houses built secluded away from civilization. There isn't much communication between groups. Those that need to meet the needs of survival either find a way to support themselves or make trips to the nearest settlement.

While the fey and other races can be found almost everywhere in Nostastone, most of them live in the dense forests away from civilization. These forests have giant plants that shroud the forest ground in shadows. The deepest parts of the forest are the most magical, the plants and creatures that live there strange and wild. These lands are fraught with danger, but most threats only show themselves at night. It is because of the danger that common folk stay away from these parts. Nevertheless some less dense and less dangerous forests may see travel.

The fey are passive to events around them. Being embodiments of nature they live quiet lives without caring much about outside matters. There's no coherent government system for the fey, nor do they have any chain of command. Fairies are generally too childish to bother forming large social structures, but they may be spotted playing in gangs. In fey culture authority is dictated by seniority but mostly power. Most fey do not pay attention to the of time with the exception of seasons, and thus don't know how old they are. When a fairy gets wise and strong enough it gains the title of great fairy. There are very few of these despite the fact that fairies don't seem to stay dead. Fey in Nostastone are generally more sociable than in other places due to their long relationship with other races.

Other races from foreign countries can be found in various settlements around Nostastone. Most natives have nothing against foreigners and can get along well if they hold no ill will.

History: The races of Nostastone are long lived, and have called it home for many generations. The first people who lived in the land were the fey who existed as long as nature itself. They lived in the land in peace, watching over it as it flourished. For a long time it was only the fey and the wildlife in Nostastone.

Then a cursed tribe of elves were banished into the land. The tribe and their descendants were cursed to have spider like features for the rest of their lives. How they were cursed was unrecorded, some theorize that they had earned the wrath of a god or powerful wizard. Regardless of how it happened, these elves were shunned by their peers for their appearances even though they were unaffected mentally. The elaneae tribe found their way into the Nostastone cave system while seeking shelter far away from those who banished them. The tribe stayed there but thought that they could not survive in the massive cave network for too long. When they were about to leave back to the surface, some members of their tribe got lost in the caves. The tribe decided not to leave without them, and searched for their missing kin. By the time the missing elaneae had been found the entrance to the caverns had a massive cave in. The entrances were sealed tight, and they could not escape. They tried to settle inside the caves, but faced many resource shortages. In the face of starvation they banded together and reached out to those already living in the caves. As time passed they learned how to survive in the deep caverns and built a home for themselves with their new neighbours. Once they no longer had to worry about everyday survival they became accustomed to life without sunlight. They could then dedicate themselves to other crafts and focus on new ideas.

Much later, the tengu built settlements and created their culture. The tengu lived in separate communities and made their own clans. They would sometimes interact with the fey, but the tengu made no effort to acknowledge them. When their crops would fail and the fey made suggestions to improve their ways the tengu ignored them and continued doing things their way. As the settlements grew, the lords argued and feuded. Some wanted to go conquer other lands, while others liked things how they were. Tensions escalated until one lord declared war on the others. Others used this as an excuse to declare war in turn. Soldiers were sent out to conquer the other lords' land and met on the field of battle. In the midst of the conflict many civilians were killed and the land ravaged. The fey could not stand the troops moving through their territory, and came down upon any who treaded into their land. This conflict continued for many years until the lord atop red mountain had enough with the fighting. The crow tengu Skell of the Sanfa was nicknamed the heavenly demon for his ferocity in the skies and at the negotiation table, and for his kindness and fair judgment. He was a wise and patient man, but quick to anger. He had tried to not get involved in the bloodshed, only taking the actions needed to protect his people. Nevertheless the war made it harder to produce enough food for everyone with the thread of farmland being taken over or destroyed by enemy troops. The great tengu Skell could not tell when the fighting would end, and decided to put an end to it himself. To do this he did something that was never done by a tengu lord before, he put down his pride and went to the fey for help. He went in person to negotiate with them, and possibly recruit them for his cause. The fey were reluctant to help, but Skell managed to convince them. The more powerful fey wouldn't be able to command every fairy and dryad to cease attacking trespassers, so they mapped out routes Skell's troops could take without coming under fire. Skell made agreements with the other great tengu who did not wish for war, and then made his move.

Skell's troops took the land by storm. Having acted only defensively so far into the war, his troops and supplies were still healthy. Skell commanded his troops with his advisor, they employed various tactics including guerrilla warfare and leading enemy troops into swarms of angry fairies. He was also the first to fully utilize crow dive bombing. It was a rough campaign and not without many losses, but in the end Skell was able to stop the drums of war. Many in the lands he conquered were unhappy with the outcome. Nonetheless, Skell would have his peace and he would make sure keep it. Skell did what he could to unify the tengu and ensure that war would not break out once again. He created a council to govern the land receiving input form people of all statuses and reformed the military. Later he made mends with the fey for all destruction caused by his people, and asked them to help improve their lifestyle with their wisdom.

For sixty years this shaky peace would continue until a new faction would rekindle the flames of war. Under the mountains a path had opened up and those underground and above ground would make contact for the first time. The elaneae alive had never seen the surface before. While the elaneae were accepting of the tengu and wanted to learn more about them, the tengu were not happy about what they deemed as a lesser race occupying the land below them. Tensions were rising, as a long lived race many tengu remembered the hardships of war, but did not know how to respond to the elaneae living below the nation. The tengu did not respond with outright hostility, but were on edge. Skell saw that he could salvage the situation before things got out of hand and direct the future of their land. He called for a meeting between himself, the queen of the elaneae and one of the oldest great fairies who had helped Skell in the past. There were many protests, but in the end the three met up in the Palace of the Earth within the underground capital. The three of them had entered a meeting hall and forbid any outsiders from interrupting them. For two days and nights they stayed there underground. When the doors opened the great fairy had died from some sort of poisoning, and the great tengu Skell had gone into a coma. The tengu and fairies went into an uproar upon hearing the news, they cried of foul play and elaneae trickery. It was never released to the public what went on in those two days and nights. When the great fairy resurrected and Skell was treated they quelled their people and decided to unite the three factions together under one name. This decision was not accepted easily, but with the leaders' efforts the races were unified. Roughly eight hundred years ago the new nation formed by these races was named Nostastone.

Trade opened up between the races and with time they learned to accept the other races. With each other's help society grew while preserving the natural beauty of the land. Today their peace continues as they take the necessary actions to maintain it.

Government: There is a large council that oversees major decisions for the nation. There are roughly equal numbers of the three main races in the council, but there are less fairies and dryads as it is hard to find candidates to actually join the council. How one joins the council depends on one's race. All council members vote on topics brought up by the council to make decisions. Most regions and communities have smaller scale systems to deal with local issues that are not important enough to bring up in the council.

Imports/Exports: Nostastone does not trade much with other nations, most of its trading is internal. While it does not have an abundance of rare materials, it can sustain itself with the resources it has. Nostastone has a good quality lumber, bamboo and stone but an agreement made with the fey inhabitants prevents harvesting large amounts of natural resources for the sake of trade and profit. Only the tengu trade with those outside Nostastone. The fey and underground inhabitants do not trade for resources unless it is necessary. There are those that trade within Nostastone to trade with foreigners.

The wealthier import materials not often found in Nostastone such as rare metals, and glass.

Military: Nostastone has a small military force. The military force is maintained as a group effort between the different races to keep peace in the nation and not to invade others. Most of the military is comprised of tengu. This is not caused by bias, but because the other races have low enlistment rates. There are general squads with comprised with soldiers of different races and many specialized squads for those with certain talents.

In tengu society having the discipline and willingness to join the military is a respected. The tengu troops while not the strongest soldiers are the most disciplined in the Nostastone military. There are few long nose tengu in the military, with a majority of tengu soldiers being crows and wolves. A tengu soldier can be distinguished by the variant of military uniform the wear. Along with a uniform tengu soldiers are given a special red hat (tokin) which doubles as a cup, a hauchiwa leaf fan, and tall sandals with only one slat (tengu geta). Soldiers are trained with their choice in a selection of arms such as various blades, shields and bows. Most tengu wear light armour or no armour in combat. Aerial crow units need to minimize weight to fly without problems at top speed, as such they wear no armour and cannot carry any heavy equipment with them. Crow tengu could use enchanted armour, but do not as ground units do not. Out of pride ground units do not wear heavy armour or enchanted armour either. Crow soldiers specialize in scouting and relaying messages while wolf units are geared towards combat and patrolling. There are crow combat squads, but not as many as there are for wolves.

The tengu military is not as strong as it could be. This is because many stronger tengu refuse to join the military due to a dislike of conflict and violence. In addition, the military has been unsuccessful in getting religious support. Tengu monks train in their own fighting style to improve their bodies along with their minds and are much more disciplined that normal tengu soldiers. Tengu monks do not believe in military service. Shrine keepers and priests have been uncooperative as well.

The elaneae don't have many troops, and not just anyone can sign up. The process of allowing one to be a soldier is very selective. Being underground they feel safe defending their own people in the dark tunnels and dangerous drops. In addition, not wanting to leave the underground has left them with a low recruitment rate and little motivation to increase it. Elaneae troops patrol around the caverns and cities helping those in need. Their soldiers are better equipped than the tengu as they have better access to the materials needed and have developed better smithing techniques. Elaneae soldiers are tough but undisciplined and rowdy. It can be hard for them to get along with the tengu.

Outside of several stronger alraunes and dryads fey are almost non-existent in the military. While alraunes and dryads are more powerful than fairies, they lack their resurrection ability. The council has tried to form a fey branch of the military multiple times but has given up on it for the time being. Most fey don't care about war, land or power. Fairies which make up most of their numbers are weak in almost every aspect individually and only useful in large hordes. However they can be very childish and easily distracted. While braver or foolhardy fairies may fight to the death, most will desert in the face of great danger. The military has never been able to make fairies act in an organized or disciplined manner, and eventually they get bored and leave. The most successful attempt involved giving the fairies candy along with military pay to add an incentive. It worked for a brief time, but this led them to become hyperactive. Not long later the they ran out of candy and had to cancel the project.

Foreign relations: (I'll deal with foreign relations later)
 

Tirin

God-Emperor of Tealkind
Moderator
Nation XI: The Republic of Eisenkernland

Race: Humans

Eisenkernlanders are often described as inventive, steadfast, charismatic, adventurous, resourceful and pragmatic. Physical traits usually exhibited by Eisenkernlanders are that they are of average height and nimble build. Eisenkerlanders tend to have Black hair, brown eyes and pale to tan skin.

Society/Culture: Eisenkernland’s society focuses on mainly on craftsmanship and trade. Eisenkernlanders are almost naturally gifted with with crafting and trade. To an Eisenkernlander it is a form of liberty to be able to trade and a form of honor to create. Eisenkernland is a mostly peaceful land but is however no stranger to wars namely trade conflicts. Eisenkernlanders take pride in having won most trade conflicts in their history but do not outwardly express hubris in dealing with others. Eisenkernlanders tend to be gracious to enemies who have lost to them in wars usually being generous with peace terms.

Eisenkernlanders tend to be well educated and travelled individuals who have at some point set foot outside Eisenkernland at some point. Eisenkernlanders place a high price on foreign knowledge in the form of tomes and oddities. Eisenkernlanders tend to be bilingual and literate given their roaming and cooperative nature.

Eisenkernlanders worship a pantheon of gods. Chief among the pantheon is Bartarious the god of wealth, trade and and swindling. The secondary god is Formulous the god of crafting and creation. The rest are in no particular order, Sygian god of war and victory, Illuminous god of wisdom and light, Traition god of betrayal and darkness, Pyrelain god of fire and torment and Hydrian god of water and quenching. The final god which has had its worship banned is Drachious the god of dragons and savagery.

Technology and Magic: Eisenkernlanders follow very structured doctrine on magic with two main schools of magic. The first is the school of personal magic which flows from the individual casting spells at others, themselves or objects. The Second is magic which emanates from objects and how it interacts with other objects in various ways. The latter is most focused on in almost all intellectual pursuits.

The school of personal magics in Eisenkernland falls short by far compared to the magics of other nations. Many would consider it crude and very rudimentary. The most that is known by the average practitioner would be basic spells such as fireballs, lightning or basic wards. The most advanced of the personal magics which would be enchanting which lead to creation and implementation of the second school of magic which ubiquitous with Eisenkernlander society.

The school of magic focused in objects often referred as Magic as it applies to technology allows Eisenkernland to means of propulsion beyond the capabilities of the horse and strength beyond men. Advanced enhancements have allowed Eisenkernlanders to create metal alloys which contain magical properties such as the ability absorb, store and discharge almost all forms of energy. These alloys are categorically named brionium, but are often referred to as just alloys. Brionium can be configured by the enchanter to discharge stored energy in forms different from the kind absorbed. Brionium has applications across all of Eisenkernlandian society and have been used as such to enrich the lives of Eisenkernlanders above the average peasant and even some lords. Eisenkernlanders often use the ability to change forms of energy to turn absorbed or stored heat energy into kinetic energy for use in projectile weapons or means of propulsion for large machines created by Eisenkernlanders. Brionium can be triggered by proximity to another brionium alloy configured to cause discharge of stored energy, an overload or by command of an enchanter or brionium smith.

In a mage’s hand a specialized brionium staff can be used to conduct magical energy to fulfill a variety different purposes. As brionium can be used to transform one kind of energy to another it can be used as a conductor for magic based attacks. Brionium can store magical charges however this charge is severely limited by the capacity of the brionium itself. A magical attack by a single charge of a brionium weapon would either have very little duration or very low potency.

Brionium as a material has limitations on its capabilities based on the magical energies enchanted into the metal. Brionium can store up to a maximum an equal and equivalent amount of energy as used in its creation. At the upper limits its material begins to phase out becoming less dense and more glass like. This is know as brionium glass which is is well known for being unstable, but very beautiful to look at. Brionium is very bad at absorbing light energy, however, light can very efficiently be released from brionium. Brionium can absorb a maximum of 80% of energy it receives. Brionium is at its best when it is configured to absorb only one kind of energy. Making it absorb multiple forms of energy causes brionium to absorb energy up to a maximum sum of 80%. Brionium is most commonly used to absorb magical, kinetic, heat and life energy. While brionium can in fact absorb and dispense electrical energy it is not common due to a lack of electricity in the world.

Military: The Eisenkernlandian military is a relatively small professional army with a moderate navy and a large inactive reserve of conscripts. The navy of Eisenkernland is of moderate size with advanced ships. The military has leaders which are encouraged to perform copious studies into the art of war, previous and current. Eisenkernland does its best to observe foreign conflicts as well as foreign diplomacy.

The small professional army of Eisenkernland is primarily composed of free shooters and pikemen for the main infantry force. Artillery is provided by large brionium bolt casters firing by similar principle as a brionium bolt caster. Cavalry is made up of by elite free lancers armed with a lance, brionium kite shield and back up sword. Free lancers wear full brionium plate armor usually made to absorb all forms of attack equally however not with maximum efficiency. The professional army is currently in the final stages of testing a new battle wagon designed to move small groups of infantry around the battle similar to dragoons. Eisenkernland maintains a steady stockpile of siege equipment including but not limited by specialized self propelled covered battering rams. Mages in the professional army perform a supportive role being healers and being field alloy smiths for producing more ammunition and repairing broken or damaged equipment. There is one division in the professional army of battle mages who use brionium staffs in battle named the Wise Warriors.

An Eisenkernlandian free shooter is armed with one brionium bolt caster firing a projectile similar to a crossbow bolt. These projectiles are made brionium designed to release energy upon being loaded into the caster causing it to shoot off in the direction the weapon is pointed. Brionium bolt casters can be loaded with low velocity bolts which allow for a high firing arc and explode upon impact. The free shooter carries a one handed sabre as a backup weapon, one canteen and pouch of sixty bolts on his belt. A free shooter is typically armored with a cuirass over a gambeson, a morion helmet on the head and grieves on their legs. Pikemen are armed with a long pike and are armored identically to a free shooter. Most free shooters and pikemen have their armors made from brionium as soon as they can afford the upgrade. According the tomes of Eisenkernlandian tactics free shooters are to stand ahead of the pikemen for initial direct fire volleys of armor piercing bolts. Once the enemy closes in to medium to close range freeshooters retreat through the ranks of pikemen and provide indirect fire against the rear of the enemy force. The pikemen at this point will rush ahead of the battle line of freeshooters and form a thick pike phalanx to protect free shooters from attack by the enemy force. Once the pikemen have engaged the enemy battle line free lancers are to guard the flanks and if at all possible attack the enemy battle line from the rear. Artillery is to fire upon the enemy from behind the main battle line.

The navy of Eisenkernland is made up of a handful of large ships in peacetime and in times of war merchant vessels are drafted into military service and fitted with weapons of war. The large ships of the navy of Eisenkernland are armed with many brionium bolt casters on each broadside, brionium engines and minor brionium armor. The merchant ships drafted in war time are wildly inconsistent at least at the start of the war but brionium bolt casters are commonplace among merchant as good deterrent of piracy. Eisenkernlandian marines which are armed and armored the same as free shooter infantry but instead have a much greater amount of training.

Government: Eisenkernland’s government consists of three levels, the imperial government, state governments and townships. Cities over a population of one million rise from townships to being classified as city states.

The imperial government consists of a senate and the Imperial General. The senate consists of senators elected by their state or city state. Each city state gets one senator and each state gets one senator per township within that township. The Imperial in chief is nominated by a consensus of generals and admirals of the military affirmed by the senate. The Imperial general serves a life term and the senators serve four year terms. The Imperial government manages foreign affairs, interstate commerce and the military.

The states and city states each formulate their own governments and determine how the power is divided between local governments and their regional equivalent. Politics within a state typically include law enforcement, social issues and local economies.

The flag of Eisenkernland is a falcon grasping a hammer and a purse overflowing with gold coins. There is a navy blue background on the flag and a star in the top right corner. There used to be a dragon for the longest time clutching a saber but that was removed as it no longer represents Eisenkernland.

Geography: Eisenkernland is a land of rolling hills, fruited plains and scrubland. The nation’s land is most flat near the coast with hills surrounding most of the city states in the region. The exception to the rule of surrounding hills is Kalmaria. The are many ruins dotting Eisenkernland as civilizations rose and fell rather quickly. There are many roads of decent quality and a couple of brionium railroads connecting the capitals of the ten states and six city states. The most populous city state in Eisenkernland being the capital of Diamantauge with a population just under two million. Each state has a population between half a million and one million the exception again being Kalmaria with a population approaching two million.

History: In Eisenkernlander legend people lived as slaves in small tribes of either savage creatures or wise dragons. Eventually as Eisenkernlanders matured they rebelled and overthrew their overlords at some point. Very few remains from this time are still around due to a supposed extermination of creatures which had oppressed Eisenkernlanders. In legends the gods of Eisenkernland appeared to liberate Eisenkernlanders from their oppression. While this mythos varies wildly between areas in Eisenkernland, the pantheon of gods is consistent and there is a general consensus that dragons did in fact exist.

Eisenkernland became a distinct and cohesive culture group sometime about six hundred years ago. Many more different cities dotted Eisenkernland back then. Most were either razed or abandoned as symptom of many various wars. There has not been a king in any part of Eisenkernland for over three hundred years. There have been a few tyrants here however due to the culture of Eisenkernland they had proven unstable and liable to being the target of greedy merchant republics. Brionium was first fabricated in Diamantauge one hundred thirty seven years ago. The last despot in Eisenkernland ruled for only a decade in Kalmaria which came to an end in the war of unification one hundred years ago. Brionium only came into widespread use after the foundation of the Imperial government and constitution eighty years ago. Widespread stability and peace followed for about thirty years. Then came the Era of Aggression which brought many different wars and disasters to Eisenkernland and shattered a once peaceful nature of Eisenkernland in favor of professional destruction. The Era of Aggression has not technically ended but Eisenkernland has been at peace for almost half of a decade and it is wondered if it will last or the quiet before the next storm to come.

Economy: Eisenkernland’s economy is mainly export based being self sufficient on most resources outside of precious metals and luxury items. Exporting the secrets of Brionium smithing is forbidden with the penalty of death. Eisenkernland does export low grade brionium to its neighbors at high mark ups. Eisenkernlanders mostly fall into three economic classes these being, the farming and laboring class, the merchant class and the military class. To receive training in brionium smithing one would either learn in a merchant academy or in the military as a field brionium smith cadet.

The farming and laboring class primarily works on farms and building infrastructure. Most families falling into this class are able to afford either a small farmhouse in the country or a small town house on the outskirts of the cities. These families usually produce five to six children which most go on to stay within this social class. About two in ten of these children will rise into either the merchant or military class. Most farmers usually have a livestock driven plow or in rare cases wealthy farmers might have Brionium powered tractors. Most laborers utilize either public transport or if they can afford a rudimentary Brionium powered cart.

The merchant class primarily travels around Eisenkernland selling wares. Most brionium smiths fall into the merchant class. The merchant class usually utilizes brionium carts to transport their wares around. Most brionium smiths live in their smithy with their apprentices. Merchants and brionium smiths are typically more wealthy than those of the farming and laboring class. They usually live in better homes as well. Some wealthy merchants on the coast own entire fleets of trade ships.

The military class encompasses both the military and government. Professional soldiers and sailors in Eisenkernland earn a similar amount of money as merchants. Officers earn significantly more than professional soldiers depending on rank. Statesmen on a local level earn and live similar to merchants. State and Imperial level statesmen earn and live similar to Officers in the professional army. Officers and statesmen usually live in large town house or mansions out in the country on estates. They usually own some of the finest brionium carts with the best performances. An enlisted man in the professional army will be able to afford an upgrade to brionium armor after about his third or fourth year in the army.

Foreign Relations: To be determined.
 

Tirin

God-Emperor of Tealkind
Moderator
Character I: Miranda Zasolez, First of Eight.

Position: Elite unit of the Vasa Ascendancy, answering only to the Emperor himself.

Biography: Though not only a woman, but at sixty-three years also the oldest of the Eight of the Vasa Ascendancy, Miranda is far from anything for even the most experienced killer to trifle with. Born the daughter of an obscure nobleman in the Exemian Empire, she was still not yet of age to marry when she first publicly declared a vow of celibacy which, combined with her relatively plain features, completely destroyed any possibility her father ever had to find a suitable match for her and left her quite free to pursue her education in magic, of which her abilities had always been prodigious. Utilizing her quick mind, exceptional natural talent, and impeccable work ethic, the decades following that affair have seen Miranda grow to become easily one of the most powerful mages in the Vasa Ascendancy (to which she committed her support after the death of Acaelus I, publicly citing House Vasa's better claim and privately, on very rare occasion, including their superior ability to press that claim by force.)

In addition to being one of the most powerful mages in the Vasa Ascendancy, no small feat in itself, Miranda is securely ranked among the best in the world in the category of water magic. She is also quite definitively the leading world authority on the specific practice of teleportation, and any other practices resulting in the instantaneous transport of single or multiple people or objects from one physical location to another without causing harm to the subject. She is the singular author of the legendary tome “On the Modification of the Targeted Spatial Value,” which is widely rumored, suspected, or generally acknowledged by most learned mages to be the authoritative existing text on the subject. Since the tome itself is kept as a closely-guarded military secret, however, with no copies in existence, this has only been actually supported by rigorous public testing as a demonstration, throughout which her now-famous claim has always held true that: “There is no power or practice currently in use that can prevent me from instantaneously relocating any group of at least five people to any location in eyeshot, if so desired.”

In addition to her great scholastic prowess, Miranda has in the last decade come to be recognized as an invaluable military asset, hence her position among the Eight. While many soldiers may at first feel reluctant to be temporarily placed under the command of a woman, and an old one at that, the benefits of being able to execute a surprise attack at any time from any choice of location, as well as the psychological effect (on both sides) of seeing enemy combatants scream while their blood is ripped from their very flesh by water magic, is an overwhelmingly effective way of having all parties to a battlefield reach a consensus on which is the victor. Because of this, and because of her exceptional level of wisdom and experience, her offer to mentor and train the Bastard of Vasa as one of (what then became) the Eight two years ago was not only accepted, but further fully endorsed, by Emperor Luscar I.



Character II: Warchief Backbreaker of the Solid Earth tribe

Position: To reach the position of Warchief of the Ashen Tusk, one must prove themself among the greatest of warriors and teachers due to the prestige that comes with the title. While a Warchief has very little political power, it would do a chief well to take their advice when it comes to combat, training, or raiding, as they have built up a vast reservoir of skill and knowledge at such activities as a result of their years of experience.

Biography:
The Solid Earth tribe, like most others within the Ashen Tusk, moved from place to place as necessitated by the seasons and how well they could feed their mammoths, typically sticking to the southern portions of the great horde's territory. For members of the Solid Earth even daily life was immensely difficult, as they not only bred mammoths, but hunted them alongside the tremendous wolves that were far too common in the north. The constant strain on the tribe led to only the strongest of them surviving, most often as incredible warriors by the standards of orcs, with no small number devoting themselves to act as shamans of the Great Mammoth. Backbreaker is a fine example of the former, a towering goliath by even the standard of orcs who had survived the harsh conditions of the tundra long enough to begin prospering despite them.

Born the son of a shaman of the Solid Earth tribe, it was initially expected that Backbreaker may follow his lineage; however, it became abundantly clear during his formative years that this was not to be. While far from stupid, it seemed that the orc boy had nothing remotely resembling a connection with the spirits in his early life. He was destined for little more than brutality, only further demonstrated by the manner in which he earned his name - during an attack on his tribe's encampment by a mountain troll. The massive beast, near twice Backbreaker's height, had proved far too much for the tribe to handle during one of their less successful periods; it was only after being disarmed that, in a feat of immense strength and durability, he engaged the troll in hand-to-hand combat, ending with lifting it above his head and slamming it down on his knee, shattering its spine. As desperate as they were, the Solid Earth tribe ate well that night, and Backbreaker was known as such forever since. While before he had seemed to have no connection either to gods or spirits, he did not hesitate to make the claim that the Great Mammoth had given him the strength to succeed, and so acted as a faithful disciple from then on.

Fifteen years have passed since then, with Backbreaker doing much to strengthen his tribe and make them more prosperous, leading the occasional raid further south to kill and steal from the wealthy people of the lowlands. It was during a recent raid that Backbreaker did something strange - he brought a blacksmith and his family to stay with the tribe, making the promise that he would release them all were the blacksmith to forge him a weapon and a majestic suit of armor. Seeing this as by far the most reasonable option to take, the blacksmith complied, shaping a flanged mace nearly the size of a man and a suit of imposing steel armor to fit Backbreaker's eight-foot frame over the course of months, at which time the man and his children were, true to the orc's word, returned to the lowlands fairly near where they had been taken from. Months later, when Sky Splitter's horn sounded, Backbreaker and his tribe followed it, the mighty warrior knowing that it was his calling to blaze a path south for his people, and take not raiding parties, but war to the lowlands.



Character III: Giland of Aquevis, Last of Eight; 19-year old half elf and bastard son of the late Marquis Giland Vasa.

Position: Elite unit of the Vasa Ascendancy, answering only to Miranda Zasolez and the Emperor himself.

Biography: Giland's mother was (and is) a wealthy she-elf with the largest tavern in the river crossing of Aquevis, an unusual fascination with humans, and extraordinary skill and talent for illusions, all of which came together when she seduced the late Marquis nineteen years ago. Deciding on a way to have the most powerful human in those lands at the time sire her a child, she began by spreading rumors about sightings of a majestic white stag in the area, eventually drawing the Marquis and his company in on an grand hunt that, of course, required them to lodge in the finest accommodations available. In fairness to the Marquis, he almost certainly would not have succumbed to her charms if he had ever actually seen what she looked like. Instead, she kept up the image of a young, stunningly beautiful elven noblewoman with sparkling blue eyes and golden-blond hair, and also claimed to be using a powerful contraceptive spell at the time. By the time her baby started to show, the Marquis was long gone, never to think about his time there again.

Being that the young Giland was nearly a spitting image of the old one, with his strange red eyes, thick brown hair, and muscular frame, his upbringing involved a great deal of pretending to be something else, using his mother's arts and penchant for deception, as well as a great deal invested in the various forms of combat training that were referred to as the child's “practical education.” So when the Marquis died and his second son Sailence took it upon himself to follow up on rumors of a half-brother, the boy was more than a little impressed by what he saw, and sent Giland of Aquevis to the palace with a letter of recommendation. That he chose to present this letter to the Emperor Luscar by infiltrating the palace, and entering the throne room disguised as the Emperor himself, won him a recommendation for the ranks of (what was then) the Seven by Miranda, who offered to take on and train the boy, saying: “He has found a way to fool all of our defenses, magical and non-magical, with these tricks and illusions. The boy has a reckless sense of humor and a talent for deception - it is in our best interest to temper the one while developing the other.”



Character IV: Samir O’Toole, Seventh of Eight

Position:
Elite unit of the Vasa Ascendency, answering to Miranda Zasolez and Emperor Luscar.

Biography: Samir O’Toole, a humble man from humble beginnings. Samir was born and raised in the military barracks of Esborn one of many military outposts within the Eximian Empire. Despite not possessing any natural talent with a blade, years of gruelling drills and intense combat training, Samir has become one of the swiftest and deadliest swordsmen to date. It was his crossing of the Exmian Empire during the civil war that has earned his renown and reverence from the trainees and soldiers.

After the death of Acaelus I, a small group of loyal nobles learned that Marquis Giland Vasa was attempting to secure the Eastern borders of the Empire. In hopes to be rewarded for their loyalty and finances they were escorted to the new empire, currently known as Vasa Ascendency. Despite the chaos of the war, O’Toole was given five soldiers to escort the VIP’s. The civil war reached a new plateau, local nobles got involved with the conflict making the Empire nearly impossible to cross. Though a capable soldier, it was Samirs affinity with Support Magic that allowed the group to cross safely.

This feat obtained Samir a promotion to Colonel and made him revered by many young trainees and soldiers. His swift promotion ruffled many feathers from higher ranking officers, questioning whether or not to relocate him to the academy due to his abilities. All their applications were rejected, so when the opportunity of a rebellion emerged, O’Toole was given the toughest tasks, many hoped he would fall in battle but instead he excelled. Despite his accomplishments, Emperor Luscar became concerned of the friction within the Army ranks.

Under the advisement of Miranda Zasolez the First of the Eight, Samir was removed from the Army and personally tested by warriors of her choice. Overcoming all duels and excelling in his magical training, Luscar granted him the position on the Eight.

Magical Abilities: The attention towards Samir’s abilities was disregarded for a lengthy periods of his life due to the unrest in the Eximian Empire. It was not until his existence was noticed by Miranda Zasolez that he received a thorough examination and evaluation of his abilities. She found that the term Support Magic was too broad and unreliable for someone of Samirs standing; instead she created the term “Ward” to identify his core magical strength.

In a letter to Emperor Luscar I , she wrote a summary of her findings.

“The ability to protect another, one of many principle s that we have instilled into many soldiers and mages. Yet the will of this one soldier to protect others and his loyalty has overshadowed that of many mages that have devoted themselves into practising the defensive arts. His will is able to materialise itself into various barriers repelling physical and magical attacks, while manipulating the shape to his desire. What is most fascinating is Samirs ability to dismantle his barriers thread by thread adapting it once an exploit has been found. His strategic mind is still young but he’s already experimenting with its use on the battlefield for offensive purposes as well. Such an ability may be of use to you personally, if you so desired.”


Character V: Prince Corsan VIII
Position:
Prince of the Oberland, and General Of the First Oberlandish Army.

Personality: Corsan is very quiet when he is working, but he is more than social at other times. He is extremely observant, steadfast in his values and witty.

Appearance: Corsan VIII is tall for an Oberlander standing six foot four inches, his eyes are dark blue, his hair is blond, short and often hidden by his Glorious Pickelhaube. Corsan wears his military uniform even on his own time, the uniform is almost always in perfect order. On his right hip usually hangs a beautifully ornate ball and cap revolver, on the left hip hangs his pristine and well decorated Sabre.

Biography: Was never exactly privileged but not exactly neglected. He went through the Corseinburg Imperial Academy studying military tactics, the art of war and how to drill troops. Corsan was almost always at the top of his class in everything except for literature and the arts. After Corsan graduated he immediately joined the army, he drilled tirelessly with the youths he would one day lead into battle. After Basic training Corsan was given the rank of Captain, as he performed his military peace time duties very well he would quickly rise through the ranks to his current position as General of the first Army.

As a general Corsan drilled his Army tirelessly and continuously revised his tactics in mock battles. Corsan would never fail to partake in events and contests often being placing in first or second place. In Parades Corsan would be at the front of the first Army marching with the banner carrier and his top officers, forbidding them from riding their ceremonial horses. The soldiers in the First Army absolutely love Corsan for his skills and his humility. Corsan usually takes the First army around the Oberland to "Provide a feeling of security" for the citizens who don't always have garrison nearby for protection. In actuality however he does the Besichtigung der Oberland to remind his troops what they are fighting for to motivate them.

When Steampanzer ones and steamcarriages came to his army to replace his cavalry, he was some what sad and also was faced with the dilemma of figuring out how to command such new weapons. Corsan being the hard worker that he is set to work immediately organizing his cavalry units into tank crews and formulating new training regimes. By the end of the first three months the new tank crews were tired as all H***, but it was worth it they would become legends as the best tank crews in the Oberland. Corsan himself even took part in the training quickly becoming familiar with every position in the new panzers, he even shoveled coal and ran the boiler. Corsan got naval flags to use on the new panzers developing the code at which every Oberlandish tank crew knows.

Powers: Corsan VIII at times is called the ultimate throw back to Corsan I, which has deeper meaning than most would assume at first. Corsan I was naturally the best military leader of his time, since the Curse of names all Corsan's had been blessed. Corsan VIII not only takes after Corsan I with his aptitude of commanding troops but also his appearance. When Corsan VIII looks at a painting of Corsan I he often says "It is as if I am looking into a mirror. As if destiny has once again played a part and demands that more great works are done." Alexander Corsan Von Corseinburg VIII like all other Alexander Corsans is naturally awesome and powerful.
 

Tirin

God-Emperor of Tealkind
Moderator
Characters VI and VII: Allyn and Vianne Cynefrid

Gender: Male and Female

Position:
Lieutenants serving in Margrave Inurian Wallin forces. However having recently been recommended by Margrave Wallin to partake in a new unit under the Eight the twins have been selected by Izlude Second of Eight and Samir O’Toole Seven of Eight as the founding members of this squad.

Biography: The Cynefrid twins, born and raised within an ambitious noble house. The twins were used as tools for their parents’ political ambition, hoping to rise through the ranks to the Courts of the Exemian Empire; the training of the twins was paramount. Merely tools of the game Allyns philosophical mind was nearly lost to indoctrination, forced to be a part of the political game, he was drilled with linguistics, history and his roguish behaviour was refined with daily courtesy, he became a ghost of his former self.

Vianne’s strong will was more difficult to mold, while Lady Della Cynefrid attempted to make her the perfect bride the plan backfired miserably. Instead his Lordship Lyon Cynefrid put her metal to use, beginning to forge her into the perfect soldier. Overtime Vianne became comfortable and skilled with exotic weapons like the Halberd and Spear. However unknowns to her father she used her resentment of her parents as a drive learning to adapt to using a range of weapons both local and foreign, driving herself in any skills she could learn to release herself and her brother from this prison.

After the death of Acaelus I and the fall of the Eximian Empire, Civil War spread throughout the borders of the old Empire. While infighting occurred over the lands, Duke Inurian Wallin rallied a force to secure his lands and protect the borders. During this period of survival the Cynefrids saw an opportunity to become a step closer to their goal. As a new wave of conscription was announced Allyn and Vianne were recruited into Wallins forces. Tasked with the assassination of the Duke, the twins were placed in the private guard of the Duke along with several soldiers who were purchased with a great deal of coin.

The coup was in place and with an opening unfolding; the soldiers saw their chance and went to strike the Duke. Unfortunately for them the twins were not under their parents leash as they first thought, the shock of betrayal and their hidden skills ultimately lead to their demise. With the coup exposed Duke Wallin brought down the families property and stripped them of their remaining resources, but by the time this was enforced Lyon and Della fled underground. Rumors suggest that they still roam the land to date, planning their next move.

Indebted for life, Inurian Wallin granted the twins the position of Lieutenants. Despite their position the twins never separated and shared missions and despite admirable performances which earned them possible promotions they retained their posts providing no explanation to their reasons. Recently on the Margraves order they have been put forward for a squad under the Eight, while the twins were eager to rise to the challenge they fear for the Margraves safety in their absence.

Allyn Cynefrid’s Magical Abilities:
While being mentally attacked and his ideologies molded, Allyn Cynefrid took refuge in the void. The one place in his mind where he didn't have to think he could just be, as he stored more information he would often spend more time spacing out into this mental state when he had the opportunity. It was in these moments he felt himself fade away, quite literally.

During his literacy lessons he witnessed his pen and fingers phasing through the paper. As he pulled his hand back to himself his fingers were unharmed, it was then he began researching privately the mystic arts. It was during these studies and the studies of the basic scientific principles he concluded he had a unique ability of phasing. The magical art allowed him to pass through solid matter by passing through the space of an object when he was stationary or moving without physically interacting with the object or surface. Training privately Allyn has begun to gain control over phasing, to the extent where he can phase certain parts of his body without others or he can phase continually while remaining stationary for approximately one minute.

This ability has allowed him to perfect for espionage and makes his efficiency with daggers and knives much more deadly. When partnered with his sister he allows himself to be used as human decoy of sorts, being used for surprise attacks or killing strikes.


Character VIII: Sailence Vasa; 17-year old healer and second in line to the throne of the Vasa Ascendancy


Position: Travelling doctor and diplomat, travelling under the alias Seryth the Scarred

Biography: Born seventeen years ago to Marquis Giland Vasa and his wife, the esteemed Lady Iona, Sailence was from the moment of his birth forever destined to be second to his brother. In being second to enter the world, he was second to his father's throne; in being second to the throne, he was second in importance and opportunity. While Sailence's upbringing was far from difficult, for the vast majority of it he was forced to live in Luscar's shadow; he was smaller and weaker, a worse swordsman, and his own intelligence seemed perpetually unable to match his elder's razor wit (though this intellectual inferiority was exacerbated by the topics they were most encouraged to study). For a long time it seemed that Sailence's greatest advantage over his brother was his compassion - when not studying, he tended to spend his time assisting the people in and around his father's palace. Sailence was twelve years old when he discovered something that put him on an even playing field with his brother, that being immense talent and power with healing magic.

In the three years between then and the death of his father, Sailence's education diverged sharply from Luscar's, as where the latter learned military history and strategy, Sailence spent his time tutored by masterful mages, eventually surpassing even the great men and women that served as his instructors. Upon the death of Giland, Sailence served his brother in the ensuing revolt as one of the Eight, a healer of ability unparalled in the Ascendancy, if not the world. Due in large part to his brother's brutality in quashing those who stood against him, in conjunction with the dubious morality of his methods, Sailence and Luscar had a falling out. Sailence's last order was to seek a replacement among the Eight; following up on rumors of a half-brother, he travelled to the crossing of Aquevis to find him, sending him on to Luscia with a letter containing both a recommendation and a farewell.

His last tie severed, Sailence took it upon himself to undo the tragedies wrought by warfare, and heal the wounds - be they mental, physical, or political - left by its passing. Being of average height and on the slim side, and bearing warm brown eyes and hair that leave him bearing little resemblance to Luscar, Sailence stood little chance of being recognized and detained during his journey; however, such a chance was much too dangerous for him to take. Making a deep cut down his right cheek and across his lips, and another across his left hand (along with quickly healing the wounds) left his previously-unmarred and altogether handsome countenance nearly impossible to recognize except by those very familiar with him. Now, as Seryth the Scarred, he is free to go most anywhere he pleases, having spent years building up a reputation as a kind and generous healer among the northern nations. Bearing a long white coat, a sword at his belt, and no more wealth than he can carry between himself and his mount, Sailence will help those in need at any cost.

Magical Abilities: Sailence's only real skill with magic is in healing people (himself included), and he is absolutely prodigious in his ability to do so. Having spent years being tutored by the best such mages in the Ascendancy, and several after that saving and improving lives, Sailence would - only privately, of course - go so far as to say that there is no damage or disfigurement to a body, human or otherwise, that he cannot heal. Perhaps the one form of harm that his healing cannot pierce is death, and even that may one day succumb to his skill.


Character IX: Johanne Schmidt
Position:
Secret leader of the Behodrung Division, "Wealthy Cigar merchant extraordinaire named Albert" to ordinary Vasan citizens.

Appearance: About five foot nine inches with an extremely slight limp in his step on his left side. His face has been said to be sharp and narrow enough to chop fire wood. His hair white-blond and cut fairly short, with a typical west Oberlandish mustache. Johanne often wears an East Oberlandish Officers uniform when he is not on a convert mission, though he does enjoy the fine fabrics of the West Oberland. He carries an officers pistol on his hip when he is on military duty in the East Oberland. Johanne is around about thirty-nine years old

Biography: Johanne Schmidt was always ambitious especially for a highlander. He was recruited at a young age into the Behodrung division where he used his superior mind to get close to the top. He then he underwent a similar magical process that turned Oskar into a human wrecking ball, but instead of brute strength and speed Johanne gained a sixth sense, ability to mind control, shape shift to an extent and the power to judge intentions. Johanne then murdered his way to the top while at the same time partaking in the officer corps of the East Oberlandish army.

Finally on top Johanne spread the the Behodrung's reach out to the West Oberland and Galadon. Johanne has always been diligently increasing the influence of the Division wherever he can such that he has three of the west Oberlandish ministers under his control and ten of the East Oberland's minsters under his sway. Johanne has always craved power but beyond that he wants his name to be known throughout history.

Magical Powers: Johanne Schmidt is a master of the ancient Highlandish magical dark arts, especially the mental manipulation portion. Johanne Schmidt is adept at reading minds as well as easily sensing their presence. Johanne is capable of controlling people by telepathically controlling them when they have a weaker will than his. Johanne can control people indefinitely so long as he doesn't go above two and perhaps three people, going above this would cause Johanne Schmidt to become exhausted over the course of a few days or possibly a few hours. Johanne must be able to focus on controlling people so him getting distracted could disrupt his control over people, distance doesn't affect him much unless it is around fifteen kilometer or more in distance then it would create a drag on his mental abilities. Johanne Schmidt is only some what knowledgeable in shapeshiftery so he can only slightly augment his features so that he would look different up close but not so much at a distance.


Character X: Izlude Radgeist, Second of Eight


Position: Second of Eight, answering only to Emperor Luscar; Master-at-Arms of House Vasa

Biography: Born forty-four years ago as the younger son of the impoverished Radgeist family, any inborn talent of Izlude's that may have proven useful to the Empire was greatly overshadowed by that of his older brother, Vizya. Izlude was only four years old when Vizya was sent to serve the Emperor; however, he gained just as much, if not more, from his older brother's departure. Following the initial poor spending choices pursued by his parents, they began to invest money into their family's future, putting money into successful businesses and setting the young Izlude into schooling alongside lesser members of the nobility. During his studies, Izlude displayed a fairly sharp mind for history, mathematics, and science, but it wasn't until he began to be trained in fencing that his true skill was unveiled. While of average height, and not much stronger than others his age, Izlude's body and reflexes were significantly quicker, and his mind more focused while fighting. He had found his calling, and spent years developing his skill as a fighter; he was a locally-renowned duelist by the time he joined the Imperial Army at sixteen.

Basic training alone strengthened the young warrior's discipline and drove him towards further greatness; he spent almost all of his time eating, sleeping, or training, besting first his peers, then his superiors. While winning commendation after commendation, it also earned him no shortage of resentment, and Izlude was shipped to one of the less easily survivable posts after completing his training; the western edge of the Empire, to fight in campaigns against the barbaric, vicious peoples who populated the region. While the men and women were not trained nearly so well as the Empire's armies, they were possessed of the intense stubbornness and fierce skills brought to the table by any people defending their home, and were willing to use any strategy necessary to ensure their own survival and success. Unfortunately, like so many other natives, their efforts were in vain. During his many years on the forefront of the Empire, Izlude did a great many things that he would rather forget in the interests of his nation and his own safety. It was damn near a decade that Izlude spent fighting and killing the barbarians, and in that time his unassailable skill as a fighter became apparent under the eyes of his commander, the Marquis Giland Vasa. When the conquest drew to a close, Izlude was offered a position as Giland's bodyguard, which he gladly accepted after so much time spent at war.

Years passed, and Izlude's position within House Vasa slowly increased. He advanced from a bodyguard to a landed knight to House Vasa's master-at-arms, tasked with the training of every soldier in the Marquis' employ. It was shortly after his "promotion" that Izlude was called to the capital to have his accomplishments during the westward expansion celebrated, and it was there that he met his brother, Vizya - the first time they had seen one another in years. The two spent the vast majority of their time in the capital catching up, and Izlude successfully attempted to convince Vizya to work for the Marquis, enticing him with guarantees of funding and his work being recognized. The two returned to Luscia and, as promised, Giland was more than eager to hire Vizya. If only briefly, Izlude's life was spent peacefully, among friends and family, and while doing work he enjoyed. Between sparring with the Marquis and Vizya, and spending a great deal of time experimenting on his own, Izlude became a still greater fighter and duelist - if asked, he might have gone so far as to say he was the best alive, even while privately harboring the thought that he may have been the best to ever live.

Eight years ago, Izlude and Vizya were jointly dispatched to look into a rash of unusual occurrences appearing in the Marquis' domain, in the countryside northeast of his capital city of Luscia. Peasants had been experiencing nightmares, at first only in isolated cases in small villages, but then spreading to encompass families, the villages themselves, and still further, like some kind of disease. The brothers themselves were no exception to this, falling victim to it their third night in the countryside; by the fourth, Vizya had made sure to protect them both from something so demoralizing. It took the pair more than a week to track down the source of the magic, emanating from a cave system, and the journey into the depths of the subterranean maze took three days more. Sealed deep underground was an evil more sinister than either had faced before, a demon from years long past. Every effort the brothers made to kill it was fruitless, the monster reforming within the shadows it called home and attacking again with barely a moment's pause. Though Izlude's skill was incredible, his strength began to flag against so unyielding a foe. In one of the brief pauses in the battle, Vizya requested he stall the horror, having formulated a plan, and though it took all that Izlude had, he managed to do so. Vizya took the borrowed time to carve a symbol into his chest with a knife, and bound the demon within his body. Bloodied and beaten, the brothers left the ruins, ultimately successful, but at great cost.

Upon their return to Luscia and Vizya's subsequent sacrifice, Izlude was forced to grapple with the "death" of his brother, unable to shake the feeling that he was guilty of what had happened. His parents long since passed, Izlude was the only remaining branch of the Radgeist family, save the monster calling itself Yochanan. He made the request that the demon be sealed deep within the Marquis' castle as much as possible, despite its enforced loyalty to the Vasa family, and was granted it out of respect. However, Emperor Luscar made the decision to wake the monster from its slumber, making the argument to Izlude that such measures may be necessary in the future. Begrudgingly accepting this reason, Izlude has taken every step possible to avoid Yochanan, up to and including informing Luscar of his presence well ahead of time. While still acting as House Vasa's master-at-arms, as well as one of the Eight, Izlude's primary duty has been in instructing the most elite units of the Ascendancy - the rest of the Eight, as well as the Vasa brothers themselves. Perhaps the one being he would refuse to teach, for reasons both personal and practical, is Yochanan, but the Emperor is possessed of more than enough sense to avoid broaching the topic.

Magical Abilities: Izlude's lone magical ability is to warp the magic of others with his sword. Not only is he capable of cutting through most magical barriers, but he has become extremely skilled with absorbing and redirecting magical attacks. While his abilities as a fighter may seem supernatural, they are the result of nothing more than decades of work and experience combined with incredible physical fitness.


Character XI: Yochanan the Undying,
Fourth of Eight/Vizya Radgeist (formerly Third of Eight)

Position: Fourth of Eight, answering only to Emperor Luscar; personal bodyguard of the Emperor

Biography: Born forty-eight years ago as the first son of the impoverished Radgeist family in the waning years of the Eximian Empire, Vizya was a child of considerable talent. Imbued with holy energy from birth, at the tender age of eight Vizya's parents offered him up in the service of Acaelus I for reasons twofold: monetary compensation and the guarantee of a better life for at least one of their sons. The boy was accepted to be trained alongside many other apprentices within the Empire, and his parents received their rightful bounty. Vizya's power, however, begged further development - by the time he was ten, he was being trained alongside much older mages, by the best the Empire had to offer. His initial training, apprenticeship, and "graduation" all passed by quite smoothly, and by the time he was twenty-five he was studying and experimenting in previously untouched depths of magic, particularly in magic involving souls. While this research would progress nowhere near as far as the Vrykals in the distant southeast, it would provide him with a virtually unparalleled knowledge of how to bind a soul to an already-inhabited body.

Ten years later, Vizya truly reunited with his younger brother, Izlude - at a ceremony praising the two for their accomplishments under the Empire, in fact. While one had moved the Empire's understanding of magic ahead by leaps and bounds, the other had acted to secure and expand its borders and defeat its enemies. Despite their differences, and the fact that they had barely seen one another in what had been, at the time, nearly three decades, the brothers got along quite well, united in their loyalty to the Empire and their shared love for developing new techniques and ideas, if in different disciplines. The pair spent nearly a week catching up after the ceremony, during which time Vizya was convinced to work for Marquis Vasa, having been assured that his research would contribute to the Empire at large and would have the wealth of House Vasa supporting it.

It was eight years ago that Vizya and Izlude were jointly dispatched to look into a rash of unusual occurrences appearing in the Marquis' domain, in the countryside northeast of his capital city of Luscia. Peasants had been experiencing nightmares, at first only in isolated cases in small villages, but then spreading to encompass families, the villages themselves, and still further, like some kind of disease. The brothers themselves were no exception to this, falling victim to it their third night in the countryside; by the fourth, Vizya had made sure to protect them both from something so demoralizing. It took the pair more than a week to track down the source of the magic, emanating from a cave system, and the journey into the depths of the subterranean maze took three days more. Sealed deep underground was an evil more sinister than either had faced before, a demon from years long past. Every effort the brothers made to kill it was fruitless, the monster reforming within the shadows it called home and attacking again with barely a moment's pause. Asking Izlude to keep it engaged, Vizya took the borrowed time to carve a symbol into his chest with a knife, and bound the demon within his body. Bloodied and beaten, the brothers left the ruins, ultimately successful, but at great cost.

The fiend sharing Vizya's body was as patient as it was powerful, and began to wrest control from him as they reached Luscia. Knowing he had little time, the mage developed a ritual to, with the Marquis' consent, bind the demon in service to the head of House Vasa. Only through the power and cooperation of several other mages was the ceremony completed, even as Vizya's strength failed him. On the far side of the ritual emerged the demon, calling itself - perhaps himself? - Yochanan, seething but ultimately powerless to harm those around him. During Giland's reign, usage of Yochanan was kept to a minimum, regarded as an aberration to be avoided even as the Marquis' health withered; however, on his passing Luscar became Yochanan's master, and was far less scrupulous about using the demon to suit his ends. At present, he acts as Luscar's bodyguard, as well as an enforcer and "disappearer" of sorts; when nobody else can be trusted to perform executions, Yochanan can be forced to - with the caveat that the corpses are rarely found, and never whole when they are. Most interaction with Yochanan is forgotten shortly after meeting him, due not to any magical effect or threats, but an innate desire to ignore the abomination.

Magical Abilities: Vizya was, at one time, among the foremost mages of the Eximian Empire, capable of using sacred magic to incinerate the bodies and bind the souls of his enemies, and quite learned in ritual magic to boot. Unfortunately, his power has been lost along with his body; however, Yochanan possess magical abilities of his own. Foremost among these are inhuman levels of strength, speed, and endurance, as well as the ability to regenerate indefinitely from seemingly any wound. Furthermore, he seemingly no longer possesses the need to eat, drink, or breathe, instead sustaining himself through the negative emotions - fear in particular - of those around him. Finally, Yochanan seems to have an extremely limited shapeshifting ability, having slowly changed "his" body's appearance over the last eight years to possess solid - in fact, reflective - black eyes, not unlike those of a spider, an array of extremely sharp, vicious-looking fangs, and finally to have seemingly made himself younger, to the point that he looks to be no more than twenty-five.


Character XII: Sir Lazarus Udredge, Third of Eight

Position: Third of Eight, answering only to Emperor Luscar

Biography: Lazarus was born the only child of a young woman by the name of Dominel Udredge, the last remaining scion of the ancient and derelict House Udredge. Having suffered through its resources and prestige decaying as the centuries passed and the power base of the Eximian Empire shifted further west, House Udredge was by this time reduced to a shadow of its former self, lacking any true titles; its only property was the old family estate in Trasi. While a child being born to a young woman belonging to a noble house was hardly news in and of itself, the circumstances surrounding Lazarus' birth were - namely that his mother had been unwed at the time he would have been conceived, and raised him alone. While this would have resulted in the spread of a great number of rumors for a common family, the Udredge family became the talk of Trasi. Much doubt was thrown onto the child's parentage, and whispers of Lady Dominel paying the bills with her body instead of her family's likely long-spent fortunes echoed throughout the city.

Perhaps fortunately for Lazarus, said rumors had quieted considerably by the time he was old enough to understand any of them. The boy was raised solely by his mother and what little staff remained at the manor, and learned in academia by tutors far beyond what would be expected of House Udredge's meager funds. Though his mother pampered him in most every respect, Lazarus was not allowed to leave the estate without accompaniment until his late teens - and when he finally did, it was an utter disaster. Between striking looks, fine clothing, and other obvious displays of wealth, he inspired no small amount of jealousy; worse still, his haughty demeanor and penchant for flirting with attractive young women garnered outrage from many of the local boys. Perhaps he could have held his own in a fight against one such of his peers, but he stood no chance against the four that mugged and, after their nominal leader uttered the words "If he wants to fuck so bad, let's fuck 'im", stripped him. That threat heralded Lazarus' first use of magic, leaving those who would harm him piles of ash; he fled the scene shortly thereafter, telling his mother what had happened the morning after his return.

At his mother's (quite warranted) insistence, Lazarus was moved from Trasi to Luscia, both to study magic and in an attempt to keep him safer. During his studies, he encountered many of the same problems he had in Trasi beforehand, but most such issues were excused or ignored due to the incredible prowess he displayed in his control of, and theoretical expertise in, magic. By the time he was eighteen, Lazarus was technically a graduate of the Academy; by twenty, he had made enough of a name for himself that he was taken on to perform (well-funded) research into the magical manipulation of energy. Ostensibly such research was intended for peaceful use, but the nature of its testing made it abundantly clear to all involved that this was not the case. While some left the project, Lazarus stayed on, too passionately involved with it (as well as, for some time, one of his co-researchers) to consider leaving - certainly not when he had the opportunity to push the boundaries of magical knowledge far beyond where they had been before. While technically forbidden, Lazarus began to take pieces of the research home for his own study - and, under his own guidance instead of that of the research chair, he made incredible strides forward. For years, he pushed ahead of his colleagues, intent on showing off his own grand theory of magic, but when he finally felt he had completed his work, he was unable to bring himself to show it. Throughout, he kept in rather close contact with his mother, having no other family, and sent her a significant portion of his salary to keep her living quite comfortably, and continue paying the servants as she aged and her personal funds dwindled.

Lazarus' research left him more than capable of destroying a city - and with enough time and effort, he was sure, even more. Proud though he was, to reveal his body of work - privately or otherwise - would result in untold devastation. Late one summer night, the mage destroyed each and every one of his theories and treatises, committing them only to his memory, and did much the same with the Academy's records on the subject. The "unfortunate loss" of their research destroyed the morale of the mages, and they disbanded shortly thereafter. Content in knowing that he was among the most powerful mages in the Eximian Empire, Lazarus spent several years indulging himself with pursuits far less noble than knowledge - namely his own vanity and lust - and spent that time ignoring research, the Academy's politics, and (perhaps more dangerously) the subtly shifting tides of the Eximian Empire, as factionalism began to tear it apart years before Emperor Acaelus' demise. It was only after Vizya Radgeist's arrival in Luscia that Lazarus' whereabouts were looked into, and he was convinced to work under House Vasa in exchange for power, prestige, wealth, and titles, both for himself and House Udredge. Again employed as a researcher, Lazarus made several major contributions to the embryonic Ascendancy's magical knowledge, and was poised to continue in that vein until news that one Count Apophis Xel (a discontented vassal of Giland's) had claimed Trasi as his base of operations reached Luscia - along with reports that said lord was disposing of the local nobility and giving their titles and estates to his own men.

Lazarus immediately travelled towards Trasi seeking an audience with Count Xel, informing the Marquis that he would be leaving Luscia for some time and would be back shortly. His being forthright earned Lazarus nothing more than honeyed words from the Count's messengers and a delay of damn near three weeks. Convinced that Lazarus had been captured (not to mention quite intent on securing the wealthy city of Trasi to begin with), Giland sent his armies to end Count Xel's reign by force. When said armies arrived, they did not find disciplined troop formations awaiting them - in fact, they did not find any manner of resistance. It seemed that Xel, his advisors, and his generals had all disappeared one night; a search of his "palace" (a gaudily-decorated fortress located roughly in the city's center) turned up with hundreds of corpses - rather, the ashes of what was estimated to be hundreds of corpses, and speculated to belong to still more. Lazarus was found among the survivors of the attack, along with several other members of the local nobility; unfortunately, the Lady Dominel was not among them. Conjecture on what happened that night is still widespread among those who have heard of it; fragments of the truth are evident to those who witnessed the aftermath, as well as those who are aware of Lazarus' ability, but only the mage himself is familiar with the reality, having played it over in his head hundreds of time since.

Upon his return to Luscia, Lazarus was made another, still more prestigious offer - to work alongside Miranda Zasolez, as well as Izlude and Vizya Radgeist, as Giland's Fourth; he would be far more privileged and better-paid than before, and have significant input in House Vasa's strategies for what the Marquis anticipated would be several tumultuous years. With the lamentable "death" of Vizya a year later, Lazarus rose to become the Third. In the near-decade since then, he refined - perhaps perfected - his magical technique, and became a skilled swordsman to boot owing to Izlude's training and the necessity to keep himself and his comrades-in-arms safe in the field. Upon the death of Emperor Acaelus, Lazarus took up a prominent role in leading important assignments for the Marquis, the most notable being subduing much of Serenn's resistance by eliminating many of its leaders and pacifying the remainder. When Marquis Giland passed, Lazarus was nigh-instantaneous in declaring his support for Emperor Luscar, and contributed heavily to the brutality involved with securing his throne. In doing so, he firmly cemented himself in Luscar's good graces, and is thus given a remarkable amount of lenience in his actions - so long as, of course, they do not contradict the Emperor's will or the Ascendancy's goals.

Magical Abilities: Among the Eight, is it Lazarus who exhibits the greatest potential for destruction, having spent decades honing his craft atop an unprecedented natural talent. This talent has been attributed to a wide variety of sources by jealous peers and teachers alike, and count among them demon worship, the sacrifice of innocents, or poring over forbidden tomes in search of ancient secrets. In their defense, Lazarus never did anything to deny such rumors, instead opting to spread those he found most amusing. Lazarus' power and technique allows him to perform incredible feats of magic on an enormous scale; among such demonstrated abilities are the freezing of entire lakes and the burning of forests, or - more practically in warfare - the flash-freezing of regiments or detonation of a fortress' walls. Despite most commonly working with powerful effects (and thus typically unleashing either extremely hot or extremely large fires), Lazarus is still more than capable of incinerating a single person, so as to fight at times when blazing infernos are inappropriate or impractical. Although exhibiting his power on a grand scale is a favorite of Lazarus, he adamantly refuses to disclose any details of how his magic functions, including the writing of a treatise; he justifies this with the (rather rational) claim that such power would be exceedingly dangerous if given to someone who could not control it, and could very well be moreso still in the hands of a mage who could.

"A decent mage can burn a man and freeze a well. A good mage can burn a building and freeze a stream. A great mage can burn a district and freeze a pond. I can burn a kingdom and freeze the sea."

Character XIII: Sultan Jalij IV, The Supreme Pillar

Position: Sultan

Description: An impish smile adorns the face of a tall devilish man while the finest white silk swirls around him. The white silk trousers billowed out from his waist as if he were wearing the clouds himself. For his torso, it was cut short above his abs and left his arms bare - a youthful display of strength. The golden color of his bangles and jewelry match the color of his eyes. His blood-red skin accommodates rippling muscles through years of training. His prehensile tail flaring out from under his cloak. Sandy blonde hair was swept back behind his curled, hardened horns.

Biography: Jalij was the sole son of his father, Sultan Kursh III. His strict upbringing was an attempt to curtail his cavalier attitude. Prayers to the Sun, training under the Pillar of Might, and witnessing the Supreme Pillar's actions. Day in and Day out, the boy was groomed to be Sultan with this rigorous schedule. An isolated boy toiled away while being showered with praises and worship for being royalty, eventually finding solace in military training and prayers. In prayer, he was subject to the Sun and in training, he was subject to his mentor. They were the closest relationships that he had to being equal.

At the age of eighteen, he was given control over a small battalion within the Empire's legions. Jalij was given an opportunity to finally socialize until he greeted his troops. Their eyes were filled with admiration and fear as they claimed it was a great honor - a false opportunity. On the outskirts of Al'Khalij, during a scouting mission, Jalij finally managed to shatter the bond between Prince and Soldiers. The rowdy group imbibed the cactus wine that Jalij had brought with him, leading to rowdy play and crude jokes. From there, nasty habits begot as Jalij became a flirtatious man that indulged in life's pleasure instead of supremacy. His stern father sought to reprimand Jalij, but it was too late. Sultan Kursh III persisted until his very last breath where Jalij was given a firm reminder of his position.

The next day, Jalij IV became Sultan and took over the duties of his father. A kind and charismatic leader that grew jaded as time went on, understanding why his father demonstrated supremacy opposed to kinship. The needs of the common people began to take advantage of his position by bribing him with kindness.

As it stands, Sultan Jalij IV is a stern ruler with a callous streak though during small social events, his impish side shines with his boisterous laugh. His violent switch between a stern ruler and a joyous imp had given him the nickname: "The Tempest King" - not for his magical abilities, but to describe his chaotic personality.

Magical Abilities:
Jalij's magical prowess is a testament to his divine rule. Like all Tieflings, Jalij has an affinity towards the elements of wind and fire. With his position as Sultan, he is able to bend wind and flame to his will, allowing him to glide along the air and controlling massive flames.

Character XIV: Christopher Albertson

Position: Fashionable Merchant/Ex-Officer (Rank Captain)

Description: Christopher is a 37 year old man of average stature and build. He is notably clever and sociable. He dresses in fashionable expensive clothing being visibly armed and armored daily. He wears a brionium officer’s saber on his waist and carries a brionium walking stick made to emit light enough to see with at night. He has brown hair and green eyes. His nose is small and has fat lips. He wears tall officer’s boots which is considered quite fashionable in Eisenkernland.

Biography: Christopher Albertson was born to a wealthy established merchant family the house of Albertson established who knows how long ago. Christopher in his childhood learned the art of trade from his late father who was an accomplished merchant in his own right. When Chris came to the age of 18 he attended the Officer’s school of Kalmaria. In this school he studied war, use of magical properties of brionium and brionium smithing. Chris was a hard study and excelled in most things.

After 7 years of study Chris applied for a commission in the professional army and he was accepted. Chris fought in multiple wars until he was relieved of service five years ago. He oversaw multiple successful engagements and was privy to good review by his superiors. Chris was decorated with multiple medals for bravery and is liable for promotion should he reapply for later service.

Returning home Chris took over his ailing father’s trade company which has great wealth in the form of many assets across Eisenkernland. Christopher and his brother inherited the family business when their father died on Christopher's 36th birthday. Lately times have grown dark for the business as neither brother possessed the expertise of their late father. Chris has most recently been considering personally going on far flung trade adventures to distant lands to bring back enough wealth to revitalize the long established trade company.

Magical Abilities: Christopher is capable of conducting magical energy into his Brionium light staff and other Brionium objects capable of absorbing magical energy. Christopher is also capable of fabricating lower level Brionium with a moderate amount of effort.
 

Easy

Right Honorable Justice
Member
Character III: Giland of Aquevis, Last of Eight; 19-year old half elf and bastard son of the late Marquis Giland Vasa.


Position: Elite unit of the Vasa Ascendancy, answering only to Miranda Zasolez and the Emperor himself.


Biography: Giland's mother was (and is) a wealthy she-elf with the largest tavern in the river crossing of Aquevis, an unusual fascination with humans, and extraordinary skill and talent for illusions, all of which came together when she seduced the late Marquis nineteen years ago. Deciding on a way to have the most powerful human in those lands at the time sire her a child, she began by spreading rumors about sightings of a majestic white stag in the area, eventually drawing the Marquis and his company in on an grand hunt that, of course, required them to lodge in the finest accommodations available. In fairness to the Marquis, he almost certainly would not have succumbed to her charms if he had ever actually seen what she looked like. Instead, she kept up the image of a young, stunningly beautiful elven noblewoman with sparkling blue eyes and golden-blond hair, and also claimed to be using a powerful contraceptive spell at the time. By the time her baby started to show, the Marquis was long gone, never to think about his time there again.


Being that the young Giland was nearly a spitting image of the old one, with his strange red eyes, thick brown hair, and muscular frame, his upbringing involved a great deal of pretending to be something else, using his mother's arts and penchant for deception, as well as a great deal invested in the various forms of combat training that were referred to as the child's “practical education.” So when the Marquis died and his second son Sailence took it upon himself to follow up on rumors of a half-brother, the boy was more than a little impressed by what he saw, and sent Giland of Aquevis to the palace with a letter of recommendation. That he chose to present this letter to the Emperor Luscar by infiltrating the palace, and entering the throne room disguised as the Emperor himself, won him a recommendation for the ranks of (what was then) the Seven by Miranda, who offered to take on and train the boy, saying: “He has found a way to fool all of our defenses, magical and non-magical, with these tricks and illusions. The boy has a reckless sense of humor and a talent for deception - it is in our best interest to temper the one while developing the other.”
 

Zapy97

Active Member
Member
Nation II: The East Oberland Empire

Race: Germanic Humans

Society/Culture: Society and culture in the East Oberland Empire is shaped by extremely fervent religion believing in the X tenants of Dragonism, which date back to the ancient days when the noble Oberlandish Dragons protected them and watched over them. Dating back since the founding of the EOE, these Oberlanders almost completely have a disdain of all things magical. The East Oberlanders want nothing to do with magic and its profits. The Oberlandish society in this portion of the Oberland is extremely industrious, militaristic and strong willed. The Oberlandish War machine which has been peaceful since the Anti-Alladonian revolution, is fueled by extensive mining networks, sprawling factories, flotillas of merchant and fishing vessels all connected by railroads and trams. The extensive size of the Oberlandish military would have caused major labor shortages if women were not within the work force to aid in supporting of national economy.

Policy on magic: A common misconception of the East Oberland is that people think that Mages are persecuted by the government, this is only partly true. Magic was almost completely abandoned in the Corseinian parts of the East Oberland because of the murder of two of the most beloved kings in history. Oberlanders after conquering the highlander kingdom out of rage and anger killed off most of the surviving mages of the war especially because of the use of enslavement magics on Oberlanders before and after the war. Since then things calmed down the highlandish mages that survived peacefully lived in isolated communities in the Nebligs Mountains. The East Oberlandish magical arts began to see a small reemergence within the now East Oberland Empire.

When the rule of Alladon the cursed and insane came along most Oberlanders looked with hope that the arts would bring an end to the suffering. Alladon instating the Behodrung division to enforce his will and control over the people, quickly surged through the Nebligs mountains. With dozens of mountain villages burning and all native highlanders practicing their magic dead and their secrets stolen. The Behodrung division set to work terrorizing and enslaving highlanders and Oberlander alike. When the people finally rose up in arms and Corsan V strangled Alladon in broad day light with the Behodrung unable to control his mind due to his adamant will. The Behodrung division was outlawed, their core completely shattered. The Behodrung division fell apart as soon as the lower members realized the evil they had done to their brethren in their country. Most Behodrung Members either went on rampages slaughtering their fellow Behodrung members who weren't repentant in their crimes. Both Behodrung repentant mages and Oberlandish arts mages gladly gave up their magics with almost no persuading at all. The few that kept their magic with out persuasion emigrated to the West Oberlandish kingdoms. The Behodrung Members being shamed and the Arts mages cheered for not giving up their life style. East Oberlandish magic is extinct now only an ornament of West Oberlandish art and supplement to the weapons of the Highlandish magical weapons of the Behodrung division which creeps through the shadows constantly looking for opportunities to strike.

Now almost all East Oberlanders and Highlanders look at magic with a disdain and distrust. While not so much hating the West Oberlanders who have never had an incident where magic was used against its own people in heinous ways. East Oberlandish radicals are often mistaken for mainstream East Oberlanders. The radicals often instead of being silent and patient in their disdains, which they are almost always either verbally angry or very rarely physically. Contrary to the popular belief of the East Oberlanders being the most radical anti-mages. There are a few laws preventing some forms of magic, such as the magics used by the Behodrung division, Vrykal magics and most weaponized magics.

In protest to the lack of the magic in the East Oberland falling prey to the same misconception that magic was completely outlawed in the East Oberland a group of extremely naive and young Forestwood mages came to the border between the West and East Oberland and started launching small, more annoying than dangerous fireballs at the East Oberlanders. The third army under Camolladon a general who describes the scene in his thick highlandish accent as such "the bastards were spewing fiery hate at us for crimes we hadn't done. They used pure non-sense for arguments all the while my troops mostly ignored their fiery arguments and at times hitting the fire balls back at the offenders with their rifle butts. this made the mages mad so they made the fireballs bigger and actually painful. at which point we charged them, surprising them so that they didn't have time to run. We tied them up walked back to our side of the border. We gave them a a fierce paddling with the rifle butts that were still warm from the fire-balling. At which point the militia of a nearby town on the other side of the border. the militia captain came upon us seeing as we had already "Resolved" the problem, they just walked away not wanting to get involved. After the Rifle butts had sufficiently cooled we released the prisoners feeling quite sorry for the fire balling of East Oberlanders, they haven't come back since that one day of such ferocious spanking." Since this "incident" the East Oberland in cases similar to this "incident" has received permission from the West Oberland to go up to a few hundred yards to capture any offenders that might decide that they want to play some Fire-ball as it is now called in the East Oberland.


Religion: The East Oberland empire follows Draconeism.
The Religion of Draconeism is the worship of the Draconians as gods. The Chief of the Draconian gods named Caesar, who is believed to have had the power himself to resurrect Oberlanders into draconians, live a really long time, bless people with inspiration, control minds of simple men and take on entire armies of demons. While most of this is legend there is proof of his existence whether or not he is as powerful as he is believed to be. The Draconians were masters of the mind, body and magic at one point before their decline and emigration to the east. The Draconians ruled over the Oberland generously and with much mercy thanks to their inborn ability to subdue men into loving their service of them. The Oberlanders only began to outright worship them when they became a true rarity and especially after the departure of Aldritch the young. Almost every Oberlander prays for their return daily and most of them follow the strict moral code of the Draconians in a vain hope of attracting the dragons to return.
The Draconian Code is as follows:
1. No Oberlander is to use magic for the destruction of an innocent people or to make others suffer.
2. Never lie to another countryman, foreigners fine, especially Eximians.
3. never shy away from a necessary fight, that would be dishonorable.
4. Never show Dishonor, ever.
5. If Demons return, destroy them even if you have to work with Vrykals.
6. Do not commit immoral acts of breeding.
7. Do not commit suicide.
8. Do not kill some one who is innocent.
9. Do not betray or abandon a countryman with out a justifiable reason.
10. Be kind to your neighbor even if you don't like them.
(more to come later just a few for now.)


Geography: Bordering the Land of Galadon on the West and controlling the only Viable Mountain pass into the Galadonian territory. The Oberland is bordered to the north by Verschluss Ocean. On the south is the sea of Silber. On the West is the West Oberland Republic. The Ocean north of the Oberland is a plentiful source of fish and whales. the Highlands contain rich Coal and iron deposits, as well as a few veins of beautiful gems. The nation is connected by many rail roads, and the western portion of the Oberland is dominated by massive factory cities. In the unsettled lands of the East Oberland wild beans of the most horrid and tasteless varieties grow like weeds.


Ancient History: The Oberland in ancient times was ruled by a race of dragon human hybrids often called Draconian.The Draconian were massively successful in wars leading to the total extent of the Oberland today. The reach of the ancient Draconian empire made clear by distinctly special marker which resemble a well detailed dragon sitting on a pedestal. While most date back to the oldest Draconian empire. The Dragon posts as they have been dubbed tend to glow certain colors pertaining to the amount of magical energy nearby and the type of the magical energy. The Dragon posts lose their detection capabilities when smashed, so that the Draconian is no longer whole. Although today the Dragon posts have a detection range of no more than a hundred feet they used to have ranges up to a mile. The Draconians through a long slow process of issues have slowly gone from being ten foot tall fire breathing creatures to be feared by all to a height of about seven feet at their last appearance. The massive decline of the Draconian empire happened sometime around the time of the Galadonian demon invasion and the birth of the Highlanders. From this point onward the Draconians had slowly left the Oberland going east out to sea far out of reach of any mortal. The last Draconian named Aldritch the young flew away after the death of Charles IX. Since then no Draconians have been seen on the great continent.

Pre-Unification history: The Eastern half of the Oberland for thousands of years has been divided into two smaller kingdoms; The Corseinburg Coalition and Highlands Kingdom. The Highlands Kingdom was an Oberlandish Kingdom where a fifth Oberlandish King ruled. From the south came a the barbarous Pyrish who invade the Highlands Kingdom, despite the help of the entire Holy Draconian Empire the Highlands were lost to the Pyrish. The Pyrish then mingled with the Oberlanders there eventually creating the highlander race as well as creating a new distinct form of magic which would become known as the Oberlandish Dark Arts. As days grew Darker the non-highlands Kingdoms united under small but influential province kingdom of Corseinburg. Time went on the Oberlandish Dark Arts became more cruel and evil, to keep the Oberlandish Peasantry inline and in the Highlands kingdom's tight Iron fist. The Corseinburg Coalition watched as travesty after transgression happened over and over again over one hundred years to their kin who were unfortunate enough to end up under the Yoke of the Highlandish oppression. After one hundred dark years, a king died and prince would ascend to the throne who would one day become Emperor.

Unification History: In Corseinburg the Good wise and old king Charles VIII and his son Charles IX died in a fireball. Corsan I rose to the Throne, a Prince at only seventeen the Oberlandish people in the Coalition finally said enough. The Die was cast and the eastern half of the Oberland was thrust into war. Just before the death of the King and Prince, the Corseinburg Coalition had developed a muzzle loading match lock musket called a hawkenbose. With it came the reformation and reorganization of the now early Oberlandish Army that took shape. Corsan I with the majority of his people threw down the magic of their land swearing oaths to never again let magic destroy their beloved people. Corsan I a tactical and strategic genius, quickly took the fight to the enemy in decisive blow after decisive blow defeated the magical armies of the Highlanders. Finally at the gates of Nebligen Pass the Highlander's Capital and gateway into Galadon. Corsan I lead the charge against the last remnants of the Highlanders' army. Entering Highlandish Palace the Blood-red Eyed Highlandish King greeted him, jumping from his throne challenging the young king to a one on one duel to the death. With the clashing of swords against the physically superior Highlandish king against the determined fierce and intense Corsan. After the long struggle was over the unwounded Corsan had finally run the Highlandish King through with his now jaggedly notched blade. The Highlandish King in his last words put the Curse/Blessing of Names on Corsan I and his descendants. Emerging tired and victorious Corsan I collapsed after raising his sword in victory at his army. Three Days later at Corseinburg he Awoke at his funeral as the last King of the Oberland, his Curse taking full effect. With celebrations of his recovery going on he worked tirelessly to reorganize the Oberland into the Empire he had seen in a vision he had in his trance, stretching East to the Kingdom of God, and the Coasts of Galadon to the Coasts of Rekka Mekura south to the edge of the World, North to the borders of the Eximian Empire. His vision he kept secret however to all except his closest friends and family. In the Years that followed the shadows of the past lifted, the Highlanders saw the error of their ways integrated themselves into the New Empire and became one the best portions of the Oberland's new Empire.


Post-Unification History: After sixty long years of his rule Corsan I finally fathered his first a child, relieving his fears of never having an heir. Corsan II came to power at the age of twenty five, not a military genius like his father but instead a technological genius. Corsan II saw the introduction of steam and industrialization, which allowed him to build the manufacturing might of the now East Oberland Empire. Corsan II ruled till the age of sixty eight when he ceded the throne to his twenty six year old son Corsan III. Corsan III held no talents in command or learning, instead he was a brilliant Engineer who designed giant factories and foundries, which up to this day their output is unrivaled in the Oberland. Corsan III like his father before him ceded his throne to his thirty two year old son at the age of sixty five. Corsan IV's Aptitude was not of the military or the sciences and engineering, but instead in speeches and writing. Corsan IV was said to have been able to persuade an Eximian Emperor to give up all of his wealth and live with the poor. Corsan IV schooled his son in the arts and ceded the throne to Corsan V at the age of fifty seven. Corsan V at the age of twenty three, painter who was considered to not have a single equal in his field. In the vast Oberlandish museum of art is where the majority of his artwork resides, but out in the world there is the "Two Wise Rulers" a magnificent portrait of the God-King Cryan and Corsan IV which hangs in Cryan's throne room as one of his most beloved possessions in his art collection. Corsan V ceded the throne at the age of seventy six to the thirty eight year old Alladon. Alladon cursed from the day of his naming, brought an end to the golden age of the early East Oberland republic. He suffered from insanity and paranoia, but not before him bringing the entire Oberlandish economy to crumbly pile of brick. During his rule he fortified the western Border of Empire with the Sicherheit line, which today leaves a formidable and threatening shadow across the West Oberland Republic despite the its ruined state. Alladon's rule began to truly crumble when he reached the age of forty six, when Oberlanders had enough inspired by the West Oberland Republic they took up arms.and marched on Corseinburg Alladon for worse was able to drag out the war for three painful and ragged years until he was murdered by his son Corsan VI who aged eighteen. Corsan VI Ascended the throne and called the rebels to Parlay at the Nebligen pass Palace still standing from the dark days of the Highlanders. It was here that Corsan VI and the rebel leaders debated the plan of the future. after three weeks of arguing they came up with the plan that Corsan VI would rule for a year to get the Oberland back on track to prosperity and then the new government would form afterwards. Corsan VI at the head of the new government returned the Oberland to its rightful strength as the factories of Corsan III began building the materials needed for prosperity. Corsan VI Also in the Early days of his rule exiled and almost wiped out Behodrung Division, but they are still a threat to the Oberland today. Corsan VI passed his position at age sixty three to the current Kaiser Corsan VII who was twenty four. Corsan VII throughout his rule was a talented economist once again issuing the EOE into prosperity not seen since the first five Corsans.

Military: The Oberlandish Army is currently in a state of upgrading its troops with better weapons and transportation. As a result only the First East Oberlandish Army has current access to the best weapons available. The Second Army is scheduled to get the new tech in two weeks and train with them for two months and the third army is scheduled to get the tech a month after the second army and in the following two months is expected to train with said weapons. The first army is lead by none other than Prince Corsan VIII who is an unproven but highly promising General. The first Army comprises of eight thousand Oberlandish Regulars, two thousand Highland Grenadiers, one thousand Steam carriages and crews (ten passengers each), seven hundred fifty large Caliber smooth bore guns, two hundred fifty Puckle guns and one hundred Steampanzer ones armed with puckle guns. The first Army is equipped with the first of the latest percussion cap rifled muskets. The Second Army is equal in size but lacks steam carriages, and steampanzers, the Artillery numbers half that of the first army and is horse drawn. The third Army is almost Identical to the second army. Each army group is equipped with a small detachment of sharpshooters meant to pick off the lords and nobles in the enemy hordes. The Oberlandish Navy is comprised of large steam powered frigates and ships of the line. The navy is divided into two parts, the north sea Fleet contains Two thirds of the Oberlandish Fleet while the southern Fleet only contains one third. The Northern Fleet is lead by the Topnotch Admiral Altera who is Corsan VIII's cousin. The southern Fleet is lead by Altera's older sister Lorraine who is a lower rank than Altera due to her skill level.


Defenses: the Oberland is well protected on the East by the Neblig mountains, as well as controlling the only viable pass (Although Mutually shared with Galadon). The West is another story however during the rule of Alladon the Sicherheit line was erected, which was a large network of fortifications built to "halt the impending evil magical invasion of the liberty loving megalomaniacs" Kaiser Alladon to his generals. The Sicherheit line was composed of many concrete trenches, Stone bunkers, volley gun emplacements and large cannon batteries. Since the fall of the Alladon's reign the Sicherheit line has fallen into disrepair, and ruin. The coastal cities do maintain however cannon batteries in the case of a naval invasion. Armories with surplus outdated muskets dot major border cities as well as powder and Ammunition Magazines built up over the years.

Magic: The Oberlandish magic and the Oberlandish Dark Arts are both outlawed completely in the East Oberland Empire. The Original Oberlandish Magic has always been a magic of good intentions mostly for Healing, Art and construction. The Oberlandish Dark Arts however purely evil, first created by the Highlanders to keep a tight grip on the enslaved Oberlanders. The Dark Arts include Spells such as but not limited to: Curse/Blessing of Names, many various forms of "Super soldier" making spells, Curse of Pain, Mark of the Slave, shape shifting/body changing illusion Spells, Hypnotic Control and many binding curses. The only reason that there are still small secret tightly knit cults in the Oberland is because Alladon resurrected the dark arts in secret forming a secret rogue magic division known as the Behodrung division which has resisted the purge since the rebuilding of Oberlandish society.

Government: Monarchy Democracy Hybrid
The People elect 40 Ministers that the Kaiser has to work with. The Ministers and Kaiser get to suggest a course of action and propose a bill. Each minister gets one vote, the Kaiser gets 5 votes, when choosing a course of action or whether to amend, reject or support a bill. The Kaiser cannot declare war without a two thirds majority vote, launching a surprise attack while at peace will get him removed from the throne and his heir put on the throne.

Relations to other Nations: While at peace for many years with Galadon, and steady trade relations with them, the Oberlanders look down on the Vrykal as magical abominations. The Vasa Ascendancy is often looked at with extreme suspicion due to its up start nature. The West Oberland Republic would be the Allies in a long loving Union except for one thing, Magic. A common scene in diplomatic meetings is blatant yelling and arguing unless mutual benefit or prosperity is obvious. The West Oberland Republic is a valuable source of food for the East Oberland Empire but they wont be fighting wars together anytime soon.
 
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Milamber

Well-Known Member
Donor III
Character: Samir O’Toole, Seven of Eight
Position: Elite unit of the Vasa Ascendency, answering to Miranda Zasolez and Emperor Luscar.

Biography: Samir O’Toole, a humble man from humble beginnings. Samir was born and raised in the military barracks of Esborn one of many military outposts within the Eximian Empire. Despite not possessing any natural talent with a blade, years of gruelling drills and intense combat training, Samir has become one of the swiftest and deadliest swordsmen to date. It was his crossing of the Exmian Empire during the civil war that has earned his renown and reverence from the trainees and soldiers.

After the death of Acaelus I, a small group of loyal nobles learned that Marquis Giland Vasa was attempting to secure the Eastern borders of the Empire. In hopes to be rewarded for their loyalty and finances they were escorted to the new empire, currently known as Vasa Ascendency. Despite the chaos of the war, O’Toole was given five soldiers to escort the VIP’s. The civil war reached a new plateau, local nobles got involved with the conflict making the Empire nearly impossible to cross. Though a capable soldier, it was Samirs affinity with Support Magic that allowed the group to cross safely.

This feat obtained Samir a promotion to Colonel and made him revered by many young trainees and soldiers. His swift promotion ruffled many feathers from higher ranking officers, questioning whether or not to relocate him to the academy due to his abilities. All their applications were rejected, so when the opportunity of a rebellion emerged, O’Toole was given the toughest tasks, many hoped he would fall in battle but instead he excelled. Despite his accomplishments, Emperor Luscar became concerned of the friction within the Army ranks.

Under the advisement of Miranda Zasolez the First of the Eight, Samir was removed from the Army and personally tested by warriors of her choice. Overcoming all duels and excelling in his magical training, Luscar granted him the position on the Eight.

Magical Abilities: The attention towards Samir’s abilities was disregarded for a lengthy periods of his life due to the unrest in the Eximian Empire. It was not until his existence was noticed by Miranda Zasolez that he received a thorough examination and evaluation of his abilities. She found that the term Support Magic was too broad and unreliable for someone of Samirs standing; instead she created the term “Ward” to identify his core magical strength.

In a letter to Emperor Luscar I , she wrote a summary of her findings.

“The ability to protect another, one of many principle s that we have instilled into many soldiers and mages. Yet the will of this one soldier to protect others and his loyalty has overshadowed that of many mages that have devoted themselves into practising the defensive arts. His will is able to materialise itself into various barriers repelling physical and magical attacks, while manipulating the shape to his desire. What is most fascinating is Samirs ability to dismantle his barriers thread by thread adapting it once an exploit has been found. His strategic mind is still young but he’s already experimenting with its use on the battlefield for offensive purposes as well. Such an ability may be of use to you personally, if you so desired.”

P.S: Thanks Tirin for working so hard on this.
 

Tolvan

Campaign Killer
Member
Character: Tolvan Osc'a'Dragil
Position: Minor noble and son of ambassadors to Rekka Mekura.

Personality: Often sarcastic/smartass, that or completely silent. When with trusted friends, rather open and charismatic.

Appearance: Long blond hair, purple eyes, slightly shorter than average. Wears black clothes and a long purple coat with gold trim. Wears a powerfully enchanted rapier.

Biography: Tolvan had a privileged but tumultuous childhood, as his parents were always travelling. Until he was ten, he was usually left behind, but afterwards he was often brought along. Tolvan showed great promise as a mage since the day he was born, and was taught by the best sorcerers and wizards in Mythor (as well as a number of visiting mages), eventually being mentored by the Archmage himself! In addition, Tolvan was taught swordsmanship from a young age, just like any other noble. He excelled at that too, but he was no sword savant. Similar things could be said of his skills with the violin. Regardless, Tolvan had the best of upbringings, and was poised for an excellent life... until one fateful trip.

When Tolvan was fifteen, he went on a diplomatic trip to Rekka Mekura, no different from many times before. The visit passed without incident, but on the way back, disaster struck. It was midnight, and only a couple guards were on duty. They were the first to go. Tolvan remembers shadows, shadows that were also monsters, devour everything. He remembers his parents, fighting to protect him and urging him to escape. He remembers fleeing for his life. Everything else is a blur. However, Tolvan didn't get away unscathed. Though his body shows no scars, he was touched by the shadows that night, and it has affected him permanently.

After that night, Tolvan wandered the countryside, practicing music and magic to get by. He considered returning to Mythor, but a combination of guilt, shame, and fear stopped him from doing so. He has three goals at the moment:
First, he wants to know about the shadows - what they are, and what they want.
Second, he wishes for redemption, believing (somewhat illogically) that the deaths of his parents are his fault. To this end, he is determined to help those in need wherever he goes.
Finally, he wants to get stronger, so that he won't have to be powerless in the face of tragedy ever again.

Powers: Tolvan is powerful with any kind of magic, but he specializes in wind magic. He can manipulate the winds at will, using them as weapons or flying with ease. Tolvan has developed a form of short-range teleportation using wind magic that he uses often. However, since the shadow incident, Tolvan's magic has been tainted, and that manifests completely at random. The shadows don't harm Tolvan, but he doesn't know how to control them at all, so he tries not to use too much magic around others. Shadow magic will randomly mix with Tolvan's normal magic, producing a huge variety of unpredictable effects. Tolvan can also channel magic through his rapier.
 
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Zapy97

Active Member
Member
Character: Prince Corsan VIII (Full name is Prince Alexander Corsan Von Corseinburg VIII)
Position: Prince of the Oberland, and General Of the First Oberlandish Army.

Personality: Corsan is very quiet when he is working, but he is more than social at other times. He is extremely observant, steadfast in his values and witty.

Appearance: Corsan VIII is tall for an Oberlander standing six foot four inches, his eyes are dark blue, his hair is blond, short and often hidden by his Glorious Pickelhaube. Corsan wears his military uniform even on his own time, the uniform is almost always in perfect order. On his right hip usually hangs a beautifully ornate ball and cap revolver, on the left hip hangs his pristine and well decorated Sabre.

Biography: Was never exactly privileged but not exactly neglected. He went through the Corseinburg Imperial Academy studying military tactics, the art of war and how to drill troops. Corsan was almost always at the top of his class in everything except for literature and the arts. After Corsan graduated he immediately joined the army, he drilled tirelessly with the youths he would one day lead into battle. After Basic training Corsan was given the rank of Captain, as he performed his military peace time duties very well he would quickly rise through the ranks to his current position as General of the first Army.

As a general Corsan drilled his Army tirelessly and continuously revised his tactics in mock battles. Corsan would never fail to partake in events and contests often being placing in first or second place. In Parades Corsan would be at the front of the first Army marching with the banner carrier and his top officers, forbidding them from riding their ceremonial horses. The soldiers in the First Army absolutely love Corsan for his skills and his humility. Corsan usually takes the First army around the Oberland to "Provide a feeling of security" for the citizens who don't always have garrison nearby for protection. In actuality however he does the Besichtigung der Oberland to remind his troops what they are fighting for to motivate them.

When Steampanzer ones and steamcarriages came to his army to replace his cavalry, he was some what sad and also was faced with the dilemma of figuring out how to command such new weapons. Corsan being the hard worker that he is set to work immediately organizing his cavalry units into tank crews and formulating new training regimes. By the end of the first three months the new tank crews were tired as all H***, but it was worth it they would become legends as the best tank crews in the Oberland. Corsan himself even took part in the training quickly becoming familiar with every position in the new panzers, he even shoveled coal and ran the boiler. Corsan got naval flags to use on the new panzers developing the code at which every Oberlandish tank crew knows.

Powers: Corsan VIII at times is called the ultimate throw back to Corsan I, which has deeper meaning than most would assume at first. Corsan I was naturally the best military leader of his time, since the Curse of names all Corsan's had been blessed. Corsan VIII not only takes after Corsan I with his aptitude of commanding troops but also his appearance. When Corsan VIII looks at a painting of Corsan I he often says "It is as if I am looking into a mirror. As if destiny has once again played a part and demands that more great works are done." Alexander Corsan Von Corseinburg VIII like all other Alexander Corsans is naturally awesome and powerful.
 
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Tolvan

Campaign Killer
Member
Mythor's Religion:

Mytharians believe that Mythrus, the legendary hero-king that is said to have single-handedly slain a dragon army ascended to godhood after death, and is now the god of magic. He is worshipped throughout the nation, and even has followers in other nations. The religion is structured by magical prowess, with the oldest and most powerful mages making up the clergy. However, a mage-priest cannot hold any other position. Mythrus is believed to grant those who worship him extra power and good fortune, though whether that is actually true is up for debate. The clergy isn't particularly forceful, and a common practice is to privately worship Mythrus however one sees fit. Despite this, communal worship is relatively common and usually treated as a small celebration, due in part to Mythor's current wealth.
 

Zapy97

Active Member
Member
Character: Oskar Von Steusselhaben
Position: Behodrung Exile

Personality: High Initiative, fast acting, intelligent, good intentioned and nationalistic are all traits that describe Oskar. His loyalty to the Oberland has marked his life.

Appearance:
He is six foot eight inches, with semi-blond brown hair, a large nose, his Glorious Oberlandish mustache sit directly beneath, detached earlobes and his eyes reflect light like some animals which allows to see in the dark extremely well. this of course is from the spells used on him during his enslavement.

Biography: Oskar was born into a wealthy family in Corseinburg. Oskar in his youth attended studies with Prince Corsan VIII, who almost always beat him when they competed for grades. Despite this rivalry however they became best friends and joined the military after him. In boot camp once again Corsan VIII and Oskar competed constantly in boot camp, despite being reprimanded constantly for it. Oskar enjoyed his time with Corsan VIII and he was soon like Corsan a Captain in the Oberlandish Army. This all changed one night when he had a bit much to drink one night and he was Captain-napped by the Behodrung Division.

When Oskar was captured he was put under the Enslavement curses of the Division, then he was given the Super Human abilities to be the mindless minion of the Behodrung Division. At which point the Behodrung division put him to work for the next five years doing their work around the Oberland, Galadon and the Kingdom of God. When it became clear that Corsan VIII was a threat to the Behodrung division Oskar was ordered to take him out and take his place. Oskar however had been slowly breaking free of their control in his mind, which allowed for the fight with Corsan to catapult himself back into self consciousness. Corsan let Oskar escape because he couldn't bear to kill his long lost friend.


Oskar with his newly found autonomy quickly scrambled to build some form of life for himself, over time he would have contacts stretching across the Galadon Oberland Peninsula. Remembering nothing except the spells that were ingrained into his mind, he remembered little of what his actions were in Behodrung Division. Him and his contacts often worked to uproot the Behodrung Division in some of its more stronger positions, often leaving hints to Corsan about the locations and activities of their operations. In his free time now he has been taking lessons in the West Oberlandish Magical Arts.

Powers: Oskar is super humanly fast able to race horses with ease, strong enough to force a steam engine backwards on its rails and tough enough to survive being riddled with musket balls. He does not rely on his magic as a weapon as he thinks most of what he has learned is evil and fit to be used except for his illusions and shape shifting. He is fairly capable in the West Oberlandish magical arts. He is able to hide under the guise of almost anyone if he truly tried. His fighting skills are not as developed as Corsan but is some what of talented roof runner, usually able to allude most guards.
 
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Milamber

Well-Known Member
Donor III
Next post for the Warren will be up on Sunday.

Edit: It will most likely be a new character sheet tomorrow night. For one of the other clan leaders, as the next post wont make much sense without it. Hoping to start "The Gathering" shortly to highlight the current situation in the Warren and highlighting the different views in how different clans want to proceed and possibly highlight different factions and lone individuals in the world outside the Warren. If anyone wants to get involved give me a PM.
 
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Chlegyr

Active Member
Member
Nation Name: The Ashen Tusk


Race: Mixed, primarily composed of Northern Orcs and their associated diaspora of wanderers and Mammoths.


Society/Culture: The Ashen are not a race or nation in the conventional sense of the word. They hail from the lands to the far north, visitors instead of residents to this land. These nomadic pastoralists wander from chilly tundra to shivering forests in an attempt to survive the winter, leading their great wooly herds of mammoth like horses, which they use as a primary source of life sustaining nourishment and shelter. Their haggard lives depend so utterly on these hirsute beasts that the scattered tribes that make up their numbers revere the spirits of these gentle creatures above all other earthly deities. Their Shamans and Seers wield a powerful primordial magic, which is both feared and misunderstood by most others. It is for this reason that they were shunned by the Great Northern Empire whose name has been lost to the ages, heathens and savages pushed into the ice locked territories that straddled the end of the world. Though simple herders by nature, the tribes appear to have been united by a great Chief, who travelled the Southern Lands as a youngling and returned to lead his scattered people to glory and riches in richer pastures. Through conquest or diplomacy it remains unknown, the now legendary Sky Splitter; a powerful sorcerer and warrior now well versed in the ways of war and prophesied by The Father Mammoth to shatter the walls of all the Southern Crowns who refuse to kneel to the Children of the Sky and Snow. Styling himself as a Southern King and dressing in the finest of armour and garments, he now rallies the peaceful Orcs of the North to conquer in the name of their Ancestors.


History: The host now known as the Ashen were once a myriad of feuding nomads and petty farmers who inhabited the almost barren land beyond and to the west of the old Eximian Empire. The Orcs and their tribes occasionally fought as scattered warbands descending from their mountain strongholds to raid the men below them. Well spirited and fierce, they were however set back by a lack of discipline and the modern weapons of war wielded by their civilized neighbours. Iron and armour were the greatest prizes pillaged by their parties, followed by the skulls of those slain in battle (Skulls were the receptacle of the Soul) but never in sufficient quantities to pose a true threat to nobles and soft skinned races safe behind their stone walls. Any Orc that stayed too long in these lands risked being put to the sword by the knights and the magic of the “superior” forces.


These same men also resolved to keep the nomads locked behind the wooded borders of the mountains to safeguard their own lands from the tribes that attempted to seek richer grazing further down it’s slopes. The mammoth herds would frequently devour entire homesteads in their gluttony, and any attempt to stop these great beasts was met with frequently deadly force by the shamans who regarded the offering of the earth to the Spirit Mastodon as sacred. Sky Splitter was born to a small tribe known as the Wind Callers, and being an Orc of significant intelligence and ambition found himself tutored as a Shaman. In his spirit dreams he pictured a giant resplendent eagle, attacked by hawks and stripped of it’s feathers which scattered to the wind and fled. The eagle slowly gathered it’s forsaken feathers, devouring them to regain the strength of it’s lost flight. As it gathered the last one it took to the air with a flourish, soaring past it’s meagre frozen forests and into endless grassy plains overflowing with fat prey to devour. Announcing his intention to leave the tribe, he wandered as an adventurer to the lowlands, learning their ways and gaining a talent for exploiting the arcane. At last, covered with scars and brimming with the knowledge of his journey, he used his magic to enchant a huge hollow mammoth tusk, sounding it as a horn whose herald blasted across all the crags and aeries of the frostland. From the hillsides they came, their livestock in tow, to swear their allegiance to the new Chief of the Mammoth and follow the sacred messenger wherever he goes.


Government: Sky Splitter is the grand Chief of the dozens of tribes and families which make up the great herd he has assembled. Advised by the mightiest warriors and the wisest spirit men, the uneasy peace between the previously warring tribes is maintained by the absolute finality of his rule, as both a Chief and a Prophet.


Imports/Exports: Iron/Weaponry - Ivory, Fur, Meat


Military : The Ashen Riders have a mighty horde upon which to call it’s warriors from, tribal orcs with a varying degree of experience and equipment, the best elite raiders armed with steel and ferocious enchantments riding the swiftest and strongest animals ever to stride the tundra, with others little better than boar hunters, armed with flint tipped spears and little more than a burning conviction to fight. Sky Splitter knows that the majority of his forces are unfit to take on the soldiers and heroes the Southern lands have at the ready. His raiding nomads must find a way to organise themselves beyond the petty tribal differences.
 
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