Atlas of Realms

This page is here for roleplayers to give a basic overview of their nation, tribe or minority group for reference by other roleplayers. Mind you: unlike the wiki , this topic is for general overviews and facts, not detailed statistics, so please refrain from putting things like detailed demographics, military number breakdowns or specific equipment types in here.

Please use this template without too large modifications for uniformity between the various posts:

[b]Full name of nation:[/b] [size=large]<text>[/size]
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[center]**[size=200]LONG NAME (replace)[/size]**[/center]


[center]**[size=150]Overview[/size]**[/center]


[center]**[size=150]Culture[/size]**[/center]


[center]**[size=120]Religion[/size]**[/center]


[center]**[size=150]Magic[/size]**[/center]


[center]**[size=150]Races[/size]**[/center]


[center]**[size=150]History[/size]**[/center]


[center]**[size=150]Government[/size]**[/center]


[center]**[size=150]Politics[/size]**[/center]


[center]**[size=120]Vassal States and Regions[/size]**[/center]


[center]**[size=150]Economy[/size]**[/center]


[center]**[size=120]Trade[/size]**[/center]


[center]**[size=150]Military[/size]**[/center]


[center]**[size=120]Conflicts[/size]**[/center]


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Credits go to @Flaming for providing the base template of the Atlas Overview. If you think any other section should be added to the template, feel free to let me know and make a suggestion.

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Ghratos Union:

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The Ghratos Union

Overview

Ghratos is a state on the east of the Southern Continent. It is primarily split into two regions; the Xhaasan Desert and the Amisan Forest, south and north of the great river Stanumn. These regions were united after a long era of war known as the Dark Age, with a personal union between the King and Queen of Amisa and Xhaasa respectively.

Culture

General Ghratean culture has a huge focus on invention of techniques and technologies, as well as perfection of these things. The pursuit of knowledge in general is revered and the highest honors are given to innovators and great historians.

Also in Ghratean culture is the emphasis of the necessity of the preservation of the union between Amisa and Xhaasa. It is said that the union symbolically represents the alliance between the Sun and the Goddess of Nature, and that if the union falls it will bring about the second Great Scourge.

Religion

Ghrateans actively worship 3 gods: the Sun, the Goddess of Nature and the God of Light. While Ghrateans only pay tribute to these three gods, they generally believe in the gods of other cultures as well; this has led to a general superstition of invoking gods that one does not worship.

Magic

Ghratean Magic is split into two main categories: Amisan and Xhaasan magic.

Amisan magic centers around two magical arts; Satopotes (Plant control) and Pecapotes (Animal control.) These arts are inherent to the user and can be done without aid; however, one may use staves and wands made out of special woods to make it easier. Children usually use wands when they are first training, and most agriculture is done by small teams of women with staves. Generally, women learn satopotes and men learn pecapotes. Satopotes allows one not only to control the movement of existing plants, but to grow new ones or existing ones as well; for this reason, satopotes has lead Amisa to generally have a surplus of food as growing is much faster and can be done by a small group of people. Pecapotes does not actually directly control an animal, but gives the user a spiritual link- called a bond- with them. This can lead the Pecapotate to be able to do things like coordinate with the animal better, lead it without signals, or even see through its eyes or hear through its ears. This makes it very useful for reconnaisance and greatly increases the types of animals that Amisans can ride.

Xhaasan magic is more technical than other forms of magic and generally relies on the usage of charged Sunstone. Sunstone absorbs the pure energy of the sun and allows it to be used in a variety of ways once activated; one of the primary usages is to make radiators for Amisa during the winter. It is also used sometimes to make fire, or to shine beams of light; the uses are endless. Some old artifacts are used to imbue a user with solar energy; this makes them much faster and stronger, and also allows them to in some cases utilize beams of solar energy; however, this is rare, and current Xhaasan techniques are generally unable to replicate the effect for a prolonged period of time.

Races

Ghratos has three primary races, excluding travelers and merchants: Humans, Xarbans, and cloud fae. Xarbans are a lizardlike people, with more strength speed than humans and more height; however, they are cold-blooded and thus are not suited for cold regions. They are found primarily in the region called Xarba, named after them, enclosed by the main branch of the River Stanumn at the north and by the outlet the Stanumn-Xarba in the south. On the other hand, many Cloud Fae, while in the overall being a nomadic race found all across Aurora, have specifcally integrated into Ghratean society. They are primarily servants and deliverers of messages, although some do serve as scouts and spies.

History

Ghratean history started out with the formation of the city-states Amisa and Xhaasa, around the same time, which grew and expanded, creating outposts on their side of the Stanumn. After some thousand years, these two states met each other, starting a several hundred years long era of war called the Dark Age. At the tail end of the Dark Age, many dukes from both regions began to openly rebel against the governments that were forcing them to fight, but some calamity only known as the Great Scourge hit at this time, collapsing the governments of the kingdoms and forcing the dukes of the two cultures to work together in order to defeat this power. There are many legends of the era of the Great Scourge, but most focus on the calamity itself; that so much magical advancement was lost.

After the Great Scourge and many decades of rebuilding, the kingdoms of Amisa and Xhaasa were reinstated when the heirs were allowed to peacefully ascend to the thrones by the strongest duchies of the era of the Great Scourge; on the condition that the dukes of all of these duchies were able to form a council of sorts in their respective kingdoms, so that they could prevent another era of constant war. This was the foundation of the Council of High Dukes. In this era, the Queen of Xhaasa and the King of Amisa engaged in frequent visits to further diplomacy between the two kingdoms; it is said that these constant visits made them grow fond of one another, especially as the two of them were young. In a stunning move, they announced their marriage around 10 years after they took power in their respective kingdoms. This marriage was said to symbolize an alliance between the Goddess of Nature and the Sun themselves, and the two peoples rejoiced at the personal union due to the widespread cultural shift after the Scourge. When they married, they had three children, and these children became the leaders of three new royal lines; The line of Sivara, the Royals of Amisa, the line of Haadrica, the Royals of Xhaasa, and the line of Pontelus, who became the line of the Great Governor who ruled the areas surrounding the River Stanumn and the great castle Pontentium. This became the Triarchy, and thus began the current Ghratean Union.

Government

The Union is lead primarily by the Triarchy; this being the King of Amisa, the King of Xhaasa, and the Great Governor. These three do not have absolute power, but levy taxes on the level of the union, create missions for dukes or other officials to go on, including trade missions and diplomacy, set a general national agenda, and are generally responsible for calling all dukes to arms in the case of a union-wide threat. They also make laws, but all laws require a vote from the Council of High Dukes.

The Council of High Dukes is comprised of 10 members; The Dukes of Iyanala, Tolaro, Shaalsa, Igba, Litora, Profundum, Silvaria, and Argentus, as well as the Petty King of Xarba and the Clan Queen of the Cloud Fae. It is called whenever a batch of legislation is to be passed; legislation will not be passed without a 7/10 majority. It is also generally called when the dukes need to be briefed on national plans that are to remain a general secret for whatever reason, to allow the High Dukes to set them in motion.

Politics

In Ghratos, there isn’t much politics on the scale of the entire union; all lines of duchies and the kingdoms are hereditary, as well as that of the Great Governor. However, there is some level of politics on the level of counties, as some are democratic or choose their leaders in some other esoteric way. Additionally, the Council of High Dukes may convene to remove a specific duke or duchess from their post for incompetence.

Vassal States and Regions

Ghratos does not pursue an aggressive foreign policy; however, some consider the Petty Kingdom of Xarba to be a vassal of Ghratos, despite it being essentially as integrated into the system as a regular duchy.

Economy

The two biggest industries in Ghratos are the mining and agricultural industries. Due to their ability to rapidly grow food with little manpower, Amisa is able to export food not only to Xhaasa but to other kingdoms and entities as well. Xhaasa, on the other hand, mines near mountains and underground for precious metals, primarily iron and sun stone, although other precious metals do exist.

There also exists an industry where expeditioners locate and search ancient ruins for artifacts from during the Great Scourge and the Dark Age; these artifacts are generally much stronger than current ones produced by either Amisa or Xhaasa and thus sell for a high price to Ghratean duchies and even higher prices outside of Ghratos.

Trade

The Ghratean economy is fundamentally built on both inter and intra-regional trade. Many towns and cities, especially in Xhaasa, cannot sustain themselves on their agricultural output, and do not have an easy way of sourcing certain materials; therefore, they exchange goods or services for other goods or services. For instance, in Xhaasa, a mining town may exchange metals to a town near a lake or river, which can supply water to help give the mining town a buffer in case their wells fail. Ghratos also has extensive extra-regional trade, trading with Rocova and Belsegallia most prominently. Ghratos generally like to take in magical materials that do not appear in its own territory to further increase their abilities in terms of what they can do with magic.

Military

Despite not being an expansionist or militaristic nation, Ghratos is very concerned with its stability and capability to respond to both external and internal threats. Therefore, each duchy is expected to field an army of 10,000 men; they are not always active but can be rapidly called up in times of need. Additionally, town and city guards essentially act as a reserve to be called upon in the case that more units are needed during a large-scale conflict; as well as other armed individuals, like road patrolmen. If more units need to be called up, they are levies from able-bodied citizens who are then given training based on the standards of their duchy.

On the naval front, there are three coastal duchies: Shaalsa, Litora, and Gala. Shaalsa and Litora in particular field large navies that defend the coast and also deal with piracy to safeguard Ghratean interests in trade. However, Ghratos does not have that much naval power projection aside from sinking pirates.

Conflicts

Ghratos is not currently in any conflicts.

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Calandor:

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Realm of the Calandians

Overview

Calandor is a realm that occupies the Calandian Mountains of the Southern Continent. The ancient mountains have been the home of the Moon Halflings or Cala Halflings, whom Clans warred against one another before being united under the Emerald Court, guided by the spiritual order of the Heavenly Court.

Culture

(Calandor is heavily inspired by Tibetans and Himalayan Culture with a tint of Incan influence) Calandians are reserved and polite. They dressed modestly, and observed social hierarchies religiously. Kinship is strong amongst the Calandians, especially within their local communities. The Clan system is central to Calandian culture. The Clans demanded absolute loyalty of their subjects, and in return, protect them from harm and serves them with common goods and infrastructure. Calandians built their houses out of woods, and does not display their wealth overtly outside necessary amenities.

Religion

The Heavenly Court is the main religious institution of Calandor. The Court both referred to the worldy institution run by the Priests and Priestesses, and the ‘Heavenly Court’ where the ‘Great Judge’ presides over the ‘Balance of Virtues’. The Balance of Virtues demanded kindness, generosity, and helpfulness from the living beings, which will be rewarded in the Heavens. Priest and Priestess hold sermons in Temples of Graces, beautifully-built alabaster towers that usually adorns a central part of a settlement.

Magic

‘Heavenly Grace’ is the name given by Calandians to all forms of metaphysical actions and properties. The study of Heavenly Grace is a privilege for only the members of the Heavenly Court, but all Calandians are able to utilise ‘magical powers’ through the use of a praying stone called Chi-Rani. Through ‘imbuement’ procession held together with weekly sermons, the Priest and Priestess of the Court fill the stones with the Grace, which then can be utilised to help Calandians in their daily affairs, from simple heating to simple telekinesis. Healing is the highest form of the Grace’s utilities, and can only be wielded by the most gifted of Priests and Priestesses.

Races

The Moon Halflings, or Cala Halflings in the tongue of the Calandians, are human-like race with a much smaller body. The Halflings are pale in complexion, and have adapted to live in high altitudes. This made them very sensitive to changes in warmth, but gives them advantages in their own homeland. The Moon Halflings have a unique bond with the stages of the Moon, and the cosmos in general, being weirdly the strongest and energized during full moons and clear night skies, and tends to be more reclusive in other times.

History

The Halflings does not consider themselves to came from the Calandian Mountains itself. They told stories of ancient migration, of brave Halfling adventurers that traversed and charted the mountains. For thousands of years, the halflings lived within the mountains, eventually forming warring clans that often went into bloody disputes due to the mountain’s challenging terrains and harsh conditions. When their homeland was threatened, the halflings established the Emerald Court and the fortress of Ui-Calad. They elected their first Farun to lead a defensive force repulsing foreign invaders and keeping their dominion over the mountains.

Government

Calandor is governed by the Emerald Court, a council comprising all Patriarchs and Matriarchs of Calandor’s Clans. The Court elected a Farun from amongst themselves to govern matters between Clans and to preside over the defence of the realm. However, most matters of governance are conducted by the Clans, whom raise their own taxes and levies. Cities in Calandor are administered by local Commerce Guilds, which though autonomous, still pays lip service to the local Clans. Ui-Calad, and several border fortresses are directly governed by the Farun.

Politics

Calandian politics are centred on the feuds in-between the Clans. Though inter-Clan wars are rare, the Clans are essentially in constant bickering against one another, often forming coalitions within and beyond the Emerald Court. The election of Faruns becomes the peak of such feuds, and sometimes blood are spilled before arbitration could be reached. The Heavenly Court became a mediating institution over the Emerald Court. Owing to the massive influence of their priest, the Heavenly Court’s suggestions are taken seriously by the Emerald Court, and their arbitrations are considered sacred and binding.

Vassal States and Regions

The numbers of Clans fluidly change depending on the continuous feuds that happen between them. Sometimes new Clans could rise and fall within a single year, and successions can create confusion for everyone. It is the Farun’s task to keep these changes in check and to maintain the stability of the realm.

Economy

The Calandians are heavily agricultural. The vast majority of Calandians are farmers or herders, living in rural communes on lower altitudes. They plant wheat, barleys, fruits and vegetables, and herd alpacas and sheep for their wool and milk, as well as llamas as pack animals. Tributes gathered by the Clans from excess production are then redistributed to the less-fortunate, to the local levies, and to the Farun in Ui-Calad.

Despite being agrarian, there are small-scale industry in Calandor, centred in their cities. The Commerce Guild administrate the relationship between craftsmen and merchants in cities, as well as dealing with matters of trade. Crafstmen in Calandor build variety of things, from furnitures and toys to weapons of war.

Trade

Merchants connected Calandor’s many isolated communities with valuable goods and information using llamas as pack animal. Major Calandian settlements are connected with a series of wide roads built by the order of the ruling Farun. Toll taxes are raised in these roads, though its price vary between locations. Smaller roads are maintained by local clan lords, and usually in worse condition compared to the wider roads. Massive height differences is tamed using the ‘elevators’, a carriage that utilise massive weights and animal power to move someone from a lower or higher elevations.

Military

Calandor relies on levies during a massive conflict to hold their defense. In peace times, the Margrave Guard acts as border guards, defending primary choke points into the mountains, as well as guarding Calandor’s primary fortresses. The Guard forms the main core of troops during conflict, and answers directly to the Farun. Beyond the Margrave Guard, law enforcement and civil peace is kept by the Baton Officers. A single Baton Officer maintained security in a community, and is usually helped by several ‘Baton Carriers’.

Conflicts

Calandor faces mostly domestic conflicts.

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Full name of nation: Kingdom of Veritalia

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Kingdom Of Veritalia

Overview

The Kingdom of Veritalia is a medium sized state in western Aurora. It is inhabited almost exclusively by Humans, and is home to three distinct cultures; Cervian, Jekui Nevi, and Veritalian. Cervia and Jekui Nevi both have cultural and religious autonomy from the larger Veritalian state, thus making Veritalia more of a royal confederation.

Culture

There exists three distinct cultures in Veritalia; Veritalian, Cervian, and Jekui Nevi. Each is unique to each other. Veritalians are generally stronger and better suited for fighting than their counterparts, and view that all beings are created equal by the Maker. The Cervians are fiercely patriotic to Cervia, and are generally viewed as ruthless and even sometimes crazy. The Jekui Nevi usually keep to themselves and are generally viewed as the “Bookworms” of Veritalia, and instead of traditional families/Houses, Jekui Nevi are divided into Clans, with the head patriarch being the head of the clan.

Religion

The primary religion of Veritalia has no real name, but both Veritalians and Jekui Nevi worship what is called the “Maker Of All Things”. The concept of Heaven or Hell simply doesn’t exist in this religion, with the belief being that the honored dead souls rise into the sky to become the stars, while the dishonored remain trapped in this world as spirits with no purpose. The sun and moon are held in high regard as being the Son’s of the Maker, with the Sun being the elder brother, representing warmth, good feelings, and honorable combat, while the Moon represents sorrow, loss, and grief. As such, burials occur at night, while those who die at sea are cremated.

Magic

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Races

Human

History

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Government

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Politics

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Vassal States and Regions

WIP

Economy

WIP

Trade

WIP

Military

WIP

Conflicts

Veritalia is currently at peace.

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Full name of nation: Emhainoron

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Emhainoron (replace)

Overview

Emhainoron, the realm of the swamp elves, is an island shrouded in mist and dense wetlands, where towering trees form a natural barrier along its edges. The elves of Emhainoron, known for their affinity with water and earth magic, dwell in harmony with the swamp’s ancient ecology. The island’s defenses are guarded by a network of interconnected treehouse watchtowers circling the perimeter, where elven sentries keep vigilant watch, using lanterns and mirrors to signal each other across distances in case of any impending threats.

At the heart of Emhainoron lies Horonias Keep, the stronghold of the swamp elves, where the ruling council oversees both protection of the land and the preservation of their mystical traditions. Four cities, each with its own cultural and magical significance, encircle the keep:

  1. Falias – Known as the “City of Knowledge,” Falias houses ancient libraries and archives containing the collected wisdom of the swamp elves. Its inhabitants are scholars and seers, drawing upon arcane texts to interpret omens and advise on matters of governance and warfare.
  2. Gorias – The “City of Fire” serves as the armory and training grounds for Emhainoron’s warriors and defenders. Gorias is famed for its forges, where elven smiths craft enchanted weapons capable of withstanding both magic and steel. The city’s warriors are known for their fierce loyalty and readiness to defend the realm.
  3. Murias – Referred to as the “City of Waters,” Murias is nestled within the deepest part of the swamp and is renowned for its healers and water-wielders. The city’s sacred pools are said to have rejuvenating properties, and its inhabitants are skilled in medicinal arts, often serving as healers and advisors across the island.
  4. Findias – Known as the “City of Winds,” Findias is elevated within the island’s tallest trees, catching the swift breezes that filter through the swamp. It is home to scouts and rangers who excel in both camouflage and mobility, making them formidable in both espionage and defense.

Culture

(Heavily inspired by Irish, Dravidian, Marsh Arab, and Bolivian cultures)

1. Lifestyle and Social Structure

Emhaineans live in extended family groups, or clanna (clans), which are tightly knit and multigenerational. Clans share duties and resources communally, ensuring that each family member contributes to and benefits from the collective welfare. There’s an emphasis on modesty, humility, and mutual respect, with elders holding a revered status in the community. This respect extends beyond age; skilled artisans, healers, and spiritual leaders known as Falean (meaning “wisdom-keepers”) are also deeply honored.

Clans frequently gather for storytelling, music, and dancing, especially during An Seargan, an evening ritual of gratitude that takes place at twilight, when the misty swamp is at its most ethereal. This gathering serves as both a practical meeting and a spiritual experience where they honor their ancestors and the spirits of Emhainoron.

2. Architecture and Settlements

Emhainean settlements blend effortlessly into the swamp environment. Houses are built atop sturdy platforms, connected by winding wooden walkways that rise above the water. The architecture is revolves around reed houses and stilted structures, with thatched roofs and walls woven from swamp reeds and local woods, decorated with intricate carvings of ancestral symbols. Each settlement has a baile tairseach (gate village) that marks the entry, symbolizing the boundary between the mystical swamp and the outside world.

The central keep, Horonias, is a towering, multi-level structure that houses communal gatherings and sacred artifacts. The Keep and other main buildings are adorned with colorful woven tapestries and murals that depict stories from Emhainoron’s history, as well as the elven people’s sacred connection to the swamp.

3. Spirituality and Practices

Emhainean spirituality centers around Cumar Éithigh (“the Swamp of Souls”), the belief that every part of nature is imbued with spirit and memory. They worship ancient spirits known as Furiae—guardians of specific elements, plants, and animals—through rituals conducted by druidic priests and priestesses called Maithrean. Emhaineans leave small offerings at shrines dedicated to these spirits, such as fruits, woven grass charms, or hand-carved figurines, to maintain balance in the swamp.

A central spiritual event is Feis na nDĂșile (“Festival of the Elements”), an annual celebration when each clan honors one of the four elements they believe shape Emhainoron: Fire, Water, Earth, and Air. This festival is marked by song, dance, and ceremonial offerings in each of the four cities—Falias, Gorias, Murias, and Findias.

4. Art, Music, and Dance

Emhainean art is vibrant and deeply symbolic, often incorporating motifs from the natural world. They are known for their taibhseadaireacht (spirit-weaving), a unique textile art form that uses natural dyes from swamp plants, lichens, and algae to create tapestries depicting mythical stories. Pearl jewelry is also highly valued; pieces are often made from carved swamp stones and rare shells, worn as amulets believed to carry protection and guidance from ancestors.

Music is central to Emhainean life, with a focus on stringed and wind instruments like guthán (a lyre-like instrument) and naos (a reed flute), whose haunting melodies echo through the mist. Traditional rince seanghaoth (“dance of the old wind”) involves rhythmic, spiraling footwork, representing the connection between the body and the ever-moving water and wind of the swamp.

5. Dress and Ornamentation

Clothing is typically lightweight and designed for both mobility and protection from the elements. Emhaineans wear flowing garments made from swamp-woven textiles, dyed in earthy tones with patterns symbolizing clan lineage or spiritual affiliation. Embroidery is intricate, with geometric shapes representing elements like water waves, sun rays, or leaf vines.

6. Cuisine

Emhainean cuisine is plant-based, with a focus on ingredients that grow in the swamp. They make hearty stews called borona, a mix of wild greens, mushrooms, algas, and tubers, seasoned with local herbs and cooked over low fires. Flatbreads, are a staple, served alongside dishes and used to scoop up sauces. A favorite delicacy is muine lĂșith, a bread made from water lily seeds and swamp grains, often enjoyed with a chutney of pickled swamp fruits.

Tea is significant in Emhainean culture; they brew duille na hAthartha (meaning “leaves of the Ancestor”), a potent fungal tea believed to enhance spiritual connection. Drinking this tea, especially in group gatherings, is a common gesture of hospitality and community.

7. Values and Ethics

Emhaineans are deeply committed to peace, honor, and balance with nature. Their respect for life is reflected in their non-violent ethos, and they believe in only using what is necessary from their environment, taking great care to restore whatever they harvest. Decisions within clans and among cities are made through meas-cĂĄnach, a system of consensus where each voice is heard and respected.

Religion

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Magic

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Races

The Lothlondir or Swamp Blossom Elves are by far the dominant race, though some Dwarves have set up some coastal tradeposts.

History

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Government

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Politics

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Vassal States and Regions

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Economy

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Trade

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Military

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Conflicts

There are no major conflicts, currently in orto do with Emhainoron.

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Full name of nation: L’Archiapaelago d’Oiew

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The Grand Duchy of The Easternmost Isles of l’Archiapaelago d’Oiew

Overview


Culture


Religion

Sunnislam

Magic


Races

White

History


Government

King-Parliament

Politics


Vassal States and Regions


Economy


Trade


Military


Conflicts


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Full name of nation: Empire of Aretia

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Empire of Aretia

Overview

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.

Culture

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 “victory wipes all dishonor”.

Religion

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 “strong soul”. 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, Tyl’s 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 Prophet’s Word.

The faith is decentralized and features a multitude of different cults. Most of them are tolerated if they follow the Prophet’s 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 Prophet’s 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 Malal’s 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 Malal’s 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.

Magic

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 Tyl’s 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 one’s 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).

Races

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.

History

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 “false Prophet”. 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 family’s 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 Aretia’s leadership.

Government

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 Emperor’s 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.

Politics

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 other’s 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. It’s 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 Sclavinia’s standing army, the Northern Legion.

Economy

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 isn’t 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.

Trade

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 it’s considered dishonorable.

Military

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.

Conflicts

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.

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Full name of nation: Confederation of Terevaria

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Confederation of Terevaria

Overview

Terevaria is a Confederation on the western side of the southern continent. It was formed following what is commonly called the “Great Transference” between the various races that currently inhabit the state, a number that currently sits at 13 distinct races. Religion, Magic, and Family are important values for all Terevarians, Religion in particular.

Culture

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Religion

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Magic

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Races

There currently exists 13 distinct races in Terevaria

The Emkari (Humans) are your standard Humans with a variety of skin tones, although Pale is more common amongst their numbers.

The Ankari appear similar to the other Elven races of Terra Aurora, albeit with a wide variety of skin tones akin to their Emkari Brothers and Sisters. They are generally a more passive species compared to their racial brothers and sisters. They have been noted to be much more flexible as well.

The Kankari are usually described as Taller than Average Humans with Distinct Wolf Ears, Tail, and Furred Forearms and Calfs, alongside better smell, hearing, and overall better night vision. The Kankari are known to consume raw meat rather often due to their more wolf-like stomach. Kankari are almost always pale-skinned with far greater variety in the colors of their hair/fur. Kankari generally have far larger families due to higher number of children per pregnancy.

The Felkari, akin to the Kankari, are Human-Animal Hybrids, in this case, they have features found on cats, including Cat ears, tail, retractable claws, fur on the Forearms and Legs, and the same set of increased hearing, scent, and night vision as their Canine Brothers and Sisters. A notable feature are their very feline-like eyes. The Felkari are often used as Butlers/Maids and are generally more submissive in nature compared to other Terevarian Races. Skin tones Vary.

The Vulkari, like the Kankari and Felkari, are Fox Hybrids with the same set of visuals, just with Fox Features. The Vulkari generally resemble East Asians such as Japanese or Koreans.

The Urkari are Bear Hybrids, and are the first of a number of Terevarian Species that have little Sexual Dimorphism, with both Females and Males of the Race looking very close to a Human Female, with Urkari Females generally being far larger (and more aggressive) than the Males. Skin tones vary.

The Lekari are your standard Bunny/Rabbit Hybrids, with them being the 2nd smallest Terevarian Race. Like the Urkari, they lack much Sexual Dimorphism, unlike the Urkari, Males are generally taller and larger than Females, although both still resemble a Human Female. They are also the most timid of all the Terevarian Races. Skin tones vary from pale to dark.

The Anaka are the most unique of all the Terevarian Races, resembling more a walking Cat-Lemur hybrid than a standard human. In spite of this, they are still genetically close enough to the other races for Half-Breeds to be a common sight. Due to their unique facial structure, Emotion is displayed via blinks and tail movement, although they are able to smile, grimace and frown. Fur colors vary wildly with many different patterns.

The Avkari are Harpies, albeit ones that can only glide naturally or fly with magical assistance. Their wings sit on the upper back and are on average about 1.5 times their armspan. Their hair is cluttered with feathers and everything below the knee instead comes from birds, with accompanying talons. They are another example of a Non-Sexually Dimorphic Species, with a very thin, feminine appearance for both sexes. Also, unlike most humanoids, they lay eggs rather than a standard Mammalian Pregnancy. All Avkari have pale skin tones. Another important feature is that all Avkari have much more hollower bones than most humanoids.

The Drakari are your standard Dragon-Human Hybrids, standing taller than any of the Terevarian Species, and like the Avkari, lay eggs rather than a standard pregnancy. Unlike the Avkari, they can naturally fly using their wings, and can spit a variety of elements (usually fire or lightning, although Ice and Water are fairly common).

The Selachi are Shark-Human Hybrids with the dual ability of both breath on land and under water. The most common distinction are a Shark Tail and razor sharp teeth, alongside the gills along their ribs.

The Sukari are visually alike to a succubus, with the accompanying wings and pointed tail (alongside small bat wings on the head). Unlike the others, they consist of one gender, with both Male and Female reproductive organs.

Serkari are the smallest in terms of population, but are considered fairly unique, having two sets of wings, being the second tallest only the Drakari, and having unique glowing marks decorating their bodies. Like the Sukari, they are a Singular Gender Species.

History

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Government

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Politics

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Vassal States and Regions

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Economy

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Trade

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Military

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Conflicts

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