Fantasy Nations RP [OOC]

Zapy97

Active Member
Member
Nation XI: 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.

Relations to Other Nations: 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.
 
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Zapy97

Active Member
Member
Religion of the Oberland (East and West): The Oberlanders worship a Pantheon of ancient long dead and missing race of dragons that once ruled the Oberland. The last time an Oberlandish Dragon was seen was before the Demon invasion of Galadon, where it is said that they flew off into the sea immortal never to be seen in the Oberland again. While extreme speculation occurs when talking about whether the dragons still exist or they existed at all. The Dragons of the Oberland were not ordinary dragons at all they were the most elegant and noble creatures ever to walk the planet or fly in its sky. The Dragon's laws still shape the Oberland today, the holy laws of no two Oberlandish nations must fight each other. Perhaps the uneasy peace of the Oberland exists only because of the holy laws of the ancient and immortal Dragon league. Is there even a wonder why Dragons are the center piece to both the east and west Oberland's flags?
 

Zapy97

Active Member
Member
Still Different race of Dragons than the ones that fought Mythor.
 

Zapy97

Active Member
Member
Well Good for you they left the Oberland like what a few thousand years ago?
 

Tolvan

Campaign Killer
Member
Character: Arnoth Helios, Third of Eight

Position: Duke of the Vasa Ascendancy

Appearance: Arnoth is tall (6'4) and muscular. He is 52 years old, and has a hard face and tanned skin. His hair is long and silver, and his eyes are an icy blue. Arnoth's dress usually consists of his own personal suit of enchanted mythril armor under a long black coat edged in gold. Due to some elven blood far in the past, Arnoth's ears are slightly pointed, and he ages slower than the average human.

Personality: Arnoth is a hard man, to say the least. He has little patience, and isn't fond of working with others. However, he is mercilessly efficient. Arnoth is slightly arrogant, but can be almost amiable towards those he deems friends.

Biography: Arnoth was born to the Helios family of Eximia, and many would assume that he had a privileged upbringing. They would be wrong. Arnoth's father, a baron, was an obsessive magical researcher, and when Arnoth was only 7, his father began to run experiments on him. The experiments were meant to give Arnoth incredible power by binding him to the Zodiac Espers. The process was a success, but for Arnoth, it was two years of agony. Afterwards, his father pushed him relentlessly, training Arnoth in swordsmanship, tactics, magic, and everything else his father thought he should know. Whenever Arnoth failed, or even simply couldn't keep up, he was punished mercilessly by his father. After ten years of this, Arnoth had had enough. He challenged his father to single combat, and ruthlessly executed him. Afterwards, Arnoth became a military officer and distinguished himself as a terrifying warrior. When the Vasa Ascendancy was formed, Arnoth was early to join, and loyally supported the new state. Arnoth was one of the earlier members of the Eight, but his membership in the organization is not widely known.

Powers: Arnoth is capable of summoning the 13 Zodiac Espers, incredibly powerful, otherworldly beings far greater than any mortal. He also has the ability to summon the legendary claymore, Eclipse, from thin air. His swordfighting style is somewhat slow, but incredibly powerful, and he uses Eclipse to its full effect.

Info on the Espers: There are 13 different Espers, each representing a Zodiac constellation as well as an element. Summoned Espers are not at full power UNLESS the summoner gives their own body and soul to the Esper (Note: bad idea).
 
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Tirin

God-Emperor of Tealkind
Moderator
Arnoth is accepted as Third of Eight. Postin' him under the character list.
 

Milamber

Well-Known Member
Donor III
Characters: Allyn Cynefrid 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.

Awaiting Approval from Tirin
 

Tirin

God-Emperor of Tealkind
Moderator
Character X: 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.
 

Zapy97

Active Member
Member
Character Name: 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.

Tags: Tirin for approval.
 
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Tirin

God-Emperor of Tealkind
Moderator
Character XII: 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 XIII: 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 disintegrated; 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.
 

Tirin

God-Emperor of Tealkind
Moderator
New map's up. If you've got any complaints or suggestions, post 'em here. Hopefully we'll be up and running again soon.
 

Tag_Ross

Well-Known Member
Member
WIP:

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, 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 Eximian fall, 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.
 

Zapy97

Active Member
Member
New map's up. If you've got any complaints or suggestions, post 'em here. Hopefully we'll be up and running again soon.
Still no West Oberland Republik...
 

Tag_Ross

Well-Known Member
Member
All I did was combine the canon maps I had. I've been a lot busier than I expected to be, though I should be free until Saturday.

PM me the estimated size and location for West Oberland and I'll get to adding it when I can.
 

Tag_Ross

Well-Known Member
Member
Updated nation sheet

Nation Name: 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.

Relations with other Nations:
 
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