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Aretia is a state on the southern coast of the northern continent. It was formed following the end of the Great Asteripole (a term used for a holy war) and named after the former Kingdom of Aretia. Religion and religious institutions hold great importance in the country, especially in magical matters.
The northern, mountainous regions are inhabited by the Plymon tribes, a belligerent and isolationist people.
There exists a multitude of cultures within Aretia. The main group are the Aretians. Pursuit of art and sophisticated crafts as well as piety are highly valued among them. The connections to sea and trade are also important. There are many subcultures, with the biggest being the Calydonians, concentrated in the southern peninsula. They hold much emphasis on honor and valor. These cultural aspects are most evident among nobility and urban elites but not so much among the commoners.
In the north of the country live the Sclavinians. They are communalist, militaristic and stubborn, hardened by the harsher climate and constant fighting against the Plymon. The Sclavinians have a much stronger cultural identity than most peoples, especially among commoners and could be said to exhibit early forms of nationalism. Derived from the Sclavinians are the Cossaks, a nomadic people that value freedom and have a very strong opposition to authority.
The Plymon tribes living in the northern mountains have a culture based around the ideas of strength and power. Martial prowess and physical strength are valued, just like ambition. But intrigue and competitiveness in general are seen as good values. The Plymon believe themselves superior and have a complex concept of honor, which details things which a Plymon should not lower themselves to. But, in the spirit of their pursuit of power, it is believed that âvictory wipes all dishonorâ.
The majority of Aretia follows Tylianism. It is a monotheistic religion that venerates Tyl, the creator of humanity. It is believed that he was the one to create humanity and give them souls made from fragments of his power, which differs them from animals. Magic was also a gift from Tyl, granted to some in the form of a âstrong soulâ. He intended for his children to live in a paradise but it was tainted by the influence of other, evil gods. After death, the souls must climb through the heavens to reunite with Tyl and it is believed that sins weigh them down, making the climb harder.
Another important figure is the Prophet, Tylâs favored child, who would deliver humanity out of a dark age. It was her that began the Great Asteripole and created the Empire. Her teachings form the basis of modern Tylianism. It consists of many common teachings like kindness, welfare and modesty, but, except for some obscure cults, it does not stray away from violence. Fighting against the enemies of the faith and humanity is a very important aspect of the faith. These core tenets are known as the Prophetâs Word.
The faith is decentralized and features a multitude of different cults. Most of them are tolerated if they follow the Prophetâs Word and recognize the authority of the Supreme Archon in Farsala. The main branch is the Imperial Tylianism, controlled directly by the Supreme Archon. Other significant denominations are Orthodox Tylianism, centered around Sidon and known for its extremism, lack of tolerance and very literal interpretations of the Prophetâs Word. Another is the Cult of Saint Bernard, prevalent in Sclavinia. It incorporates the local ideas of communalism, militarism and courage and paints the struggle against the Plymon as divine.
The Plymon follow Boerg, their creator god. They were created in order to claim overlordship over the world, by the right of their strength. The faith venerates martial prowess and ambition, with its priests often leading armies and engaging in frequent power struggles. It is said that once all the tribes unite under a powerful enough leader they will be able to conquer their promised land.
The third religious group are the followers of Malal. It is said that Malal wishes to destroy the other gods and their creations. The multiple, independent cults seek that goal too. Some believe that only annihilation will deliver them from mortal suffering, others wish to save themselves from destruction, hoping that their souls will be given to Malalâs care. Some connect the cults with freedom fighting and resistance of authority or simply want to use them to accumulate wealth and power. It can also happen that their souls are corrupted by Malal, forcing them into this belief. Corruption can occur from contact with dark powers or drawing Malalâs attention. Strong belief and following of the teachings of one of the other gods can make someone more resistant to corruption. The worship of Malal is illegal and punished by death in all of Aretia.
In Aretia there exist three types of magic, mainly differentiated by which god they originate from. All their capabilities are very similar with only slight differences.
Some humans can be born with the Gift of Tyl, which means their soul possesses a larger portion of Tylâs power. The amount of power possessed varies from person to person and if large amounts are owned by an inexperienced user, they can get out of control or harm their user. The power can be enhanced by Kostras, also known as Star Crystal. It is a mineral that can grant a person greater control over their magic, allowing them to use their innate power to a greater extent. The Gift is quite rare, but it does seem to be hereditary to a certain degree. Users of this magic are typically known as augurs. In the Empire it is forbidden to practice augury without either being a member of or having permission from the Church.
The Plymon draw the power from their souls too, which were granted to them by Boerg. Some among them are trained to be able to utilise the power within souls of other Plymon to create magical effects. The more Plymon are present during the casting, the stronger it is. Those trained in this art are known as the warpriests.
It is possible to gain magical powers from Malal, usually by being granted them as a reward for service or as a result of a pact. Magical powers can also manifest as a result of oneâs soul being corrupted by Malal. Users of this kind of magic can be very powerful, especially if they possess the Gift as well. Usage and even possession of these powers is illegal and punishable by death.
It is possible to imbue power into physical objects, although it is difficult. This can grant them long-lasting or permanent magical effects. Followers of Malal have the easiest time with this practice, due to the nature of the god that grants them power (Malal is very good at corrupting things and has a greater reach into the material world than other gods).
Humans - well, they are humans. People of Aretia have a mainly Mediterranean coloration, but they get lighter up north, especially among Sclavinians.
Plymon - reptilian humanoids. They are typically taller and stronger than humans. Their coloration can range from light orange to dark red. Their scales are formed into a number of hard plates, which have a strength comparable to metal. They are carnivores.
Alloioumenos - an often derogative term meant for those who have manifested physical changes as a result of Malal corruption. They can have a nearly infinite amount of forms. They are usually killed off, though in some mild cases the corruption can be cleansed and the changes reverted.
For centuries the Area that today comprises the Empire was divided between tens of smaller states. The strongest of these were the Kingdom of Aretia and the Kingdom of Calydon. At the time, those who possessed the Gift were known as sorcerers and wielded considerable power. They manipulated royals, nobles and the then decentralized clerics in order to gain more power for their Cabals, those secret organizations of magic users.
However change first arrived to these lands when a young cleric, Celestina (though she went be Cellie back then), from an obscure, pacifist cult arrived in the town of Forsala. She was deeply concerned about the corruption of the sorcerers and their misuse of the divine Gift and aimed to restore faith among the residents. With the help of a likeminded young noble, Carolis Solar, who lost much of his wealth and titles after a conflict with a Cabal, she began to hold sermons and speeches calling out the corruption and faithlessness present among the upper class. The citizens of Farsala, disgruntled by the mistreatments suffered by their local lord, rose up in rebellion. Seeing the brutality of the local troops, Cellie chose to break her vows of pacifism and take up leadership of the revolutionaries. And so began the Great Asteripole.
The rebellion gathered great support from the common populace, nobles disgruntled with the control of the Cabals and many clerics and Tylian cults, ready to back a divine cause. Four years into the fighting even the Kingdom of Calydon would join the holy cause. However tragedy struck as Cellie was captured in battle and brought to the city of Sidon. Within the arena she would be trialed and killed.
But by a holy miracle, she would come back to life, gaining the Gift in the process. The Prophet has Manifested, just like it was foretold. The people of the city revolted, toppling the local ruler and killing or banishing any sorcerers from the city. As word spread, people all across the land, both lords and commoners, would raise banners with the North Star (symbol of the Prophet) and declare for the Prophet. A great amnesty was proclaimed, according to which any defectors would be welcomed with open arms, except those sworn to Malal. The remaining opposition gathered forces and sped towards Sidon, ready to subdue the âfalse Prophetâ. But as the two forces prepared for their final battle, much of the enemy army would switch sides and turn on its leadership. And so, after six years of war, the Great Asteripole was over.
The Empire of Aretia would be established, with Carolis as its first Emperor. The Church would be created too, centralizing Tylians and placing control over the use of Augury. And so, for over three centuries, Aretia has maintained an era of peace and stability, broken only by occasional rebellions, Malal cults and Plymon attacks.
Roughly 50 years ago, a massive Plymon force would attack the northern border. Comprising all the tribes, it would overwhelm the defences of Sclavinian marcher lords and for the first time break out of the mountains. An Imperial legion was sent north to contain the invasion but the southern soldiers, unaccustomed to the unique tactics used to combat Plymon, would be easily defeated. The invading force would split up and begin to ravage Sclavinia.
But the north would not give up so easily. A sergeant from Vidis garrison, Ivan Vlasov, had managed to defend the fortress from a Plymon attack and was now gathering remaining soldiers and militias from across Sclavinia. He would fight the scattered Plymon forces for three years before forcing them to retreat. He was declared Lord Protector of the newly created Great March of Sclavinia and would set about reforming, developing and strengthening his new domain.
11 years ago a new tragedy would strike. Due to the negligence of its king, Calydon was infiltrated by a powerful Malal cult. The city revolted and was subsequently crushed by a force from both the Emperor and the Church. The royal familyâs lands were seized by local nobles while what was left of Calydon itself was occupied by Imperial forces. The Haslos family, which held the prestigious title of Rex Calydonis and ruled Calydon since its inception, was completely wiped out. The title now lies empty with many claimants. Ever since that event the fear of Malal has started to once again return to the minds of Aretiaâs leadership.
Aretia is ruled by the Emperor, however most territories are ruled over by local lords. They have the power to create legislation, set up taxes, command the military and conduct diplomacy. There is no formal limit on the Emperorâs power, but most radical actions would provoke opposition from the Church and nobility.
The Church is headed by the Supreme Archon and presides over all religious and magical matters. The Empire is subdivided into smaller regions headed by Grand Archons or Archons (Arch Bishops and Bishops). Most positions within the Church are elected by councils of lower ranking, local Church officials (Grand Archons are elected by the Archons below them, etc.). The title of Arch Archon is also given to the heads of recognized autonomous cults. The Church also incorporates several autonomous organizations, such as the Inquisition and multiple military and monastic orders. It can command its own military, conduct diplomacy and rules over vast swathes of land.
The Plymon are divided into several tribes, which are then divided into clans. Each tribe is usually headed by a Chief, but can have different power structures. Warpriests are usually integrated into these tribal structures. Sometimes a few tribes band into a confederation together, which can have vastly different structures. They usually dissolve after a failed invasion of Aretia.
There is an active competition for power between the Emperor, the supreme secular authority, and the Supreme Archon, the supreme spiritual authority. They both increasingly encroach into each otherâs domains. The matters are even more complicated as every new Emperor has to be accepted by the Supreme Archon and vice versa.
The Plymon are engaged in a constant and never ending struggle for power on all levels of society. Schemes, duels, shifting alliances, skirmishes, raids and wars are all commonplace among them.
Vassal States and Regions
The Great March of Sclavinia is an autonomous vassal state of the Empire, comprising most of its northern border. Itâs dedicated to the protection of the northern border and keeping the Plymon at bay. It is ruled over by the Lord Protector and subdivided into a number of smaller Marches, each ruled by a Lord Commander. These positions are elective, but the only ones with the ability to candidate or vote are soldiers from Sclaviniaâs standing army, the Northern Legion.
Much of the population works in rural jobs under a form of serfdom. However urban centers have also experienced significant growth which resulted in the expansion of trade and manufacturing. Within Sclavinia, many of the traditional nobility have lost power and privilages, with many peasants managing to acquire land. The land is also rich in mineral resources, including Kostras so many have transitioned from farming into mining.
The land inhabited by the Plymon isnât fertile but rich in natural resources. Their economy is focused mainly on livestock and production of war goods. They occasionally also procure rare materials from hunting of rare beasts.
There is significant internal trade within Aretia, with the south selling agricultural and manufactured products north, with mineral and forestry resources going south.
Aretia is able to produce nearly all basic resources and trade goods within its borders, but there is still space for foreign imports to supplement local shortages. There is significant demand for foreign luxuries. Many Aretian luxury goods, including Kystros and products from very rare and unique beasts, are available for export.
The Plymon trade with each based on a barter system, but trade with foreigners is almost non-existent, as itâs considered dishonorable.
Aretia possesses a standing army in the form of the Imperial Legions, but it can be supplemented by levied soldiers. Nobles can also field armies, which are usually formed of knights, semi-professional men-at-arms and levies, with only the richest ones having significant numbers of standing soldiers. Mercenaries are occasionally used.
Sclavinia also has its own system of professional soldiers, the Northern Legions, also known as the Garrisons. Common militias are fielded in order to protect smaller, non border settlements. Cossak mercenaries are sometimes hired.
The Church has its own military forces consisting of levies from Church lands, military orders and mercenaries hired by the Inquisition.
The Plymon tribes maintain a large number of warriors, with most of the population being trained in combat and ready to go into battle whenever necessary. Some tribes maintain ranks of professional soldiers.
The Plymon are always fighting among themselves and readying to strike south, though since their loss 50 years ago there has been an unusually long period of calm at the northern border. Faced with such a loss, the tribes are in a very fierce internal conflict unable to form a confederation.
Aretia is always hunting down followers of Malal, ready to eradicate any of their holdouts.
There are some minor conflicts between lesser lords, occasionally involving local Church officials or non-noble governed cities.