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The South:Valon Utumulok, The Fane
Topic Started: Jun 12 2010, 06:22 PM (248 Views)
Elresir
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(Written and created by Elresir) Message from Elresir: This is old and extremely shit.

Introduction: Valon

North of the dreaded deserts of Utumulok and South of the treacherous marshes of the Fane lies a nation as ancient as the land itself. They are a society with nobility, knighthood, and royalty at the highest echelons of power. The grand city of Valon rests amidst an expanse of grassy plains and rolling hills, deep forests teeming with life, and streams, lakes, and rivers that run throughout the land. Farmlands here are rich and thriving with bountiful harvest. The climate is neither too cold or too hot, striking a perfect balance between the two and offering relief from the heat of the desert and the cold lands to the North. Overall life within the realm of Valon appears to be a dream, with beautiful landscapes and calm weather. But beneath the surface is a kingdom carved from thousands of years of history, and among the ancient texts and dusty scrolls is an underlying darkness.


The New Line

In Kalen's haste to make war in the North, he had given little thought to the preservation of the royal line. His sister was dead, his younger brother also lost during a tragic hunting accident not long before the end of the war, and there was a deep uncertainty in the air regarding who might take the throne next. Noble families fought amongst themselves, and often hostilities grew to the point of violence. While fathers argued during heated meetings behind closed doors, sons drew blood in the streets of Valon. For nearly a year the kingdom was just barely kept afloat by the rule of the church, until eventually one house rose above the rest. House Camlann, through the exchange of coin, blackmail, and several convenient 'accidents', had politically defeated all other rivals over the throne.

Eiric Camlann took the throne, once more giving Valon leadership and guidance. Many commoners and lesser noble families were thankful for an end of the conflict, so much so that they cared not by what means House Camlann took the throne. Eiric was a tactful and deliberate man who sought to expand his area of influence. He instituted new methods of recruitment to increase the size of his army, and imposed heavy taxes on his people. Most gravely affected were those living far beyond the walls of the city, for they were simple folk living off their own farms or within small villages and hadn't the means to pay the King. Eiric strongly believed that commoners were lesser people, and as such had no right to representation or complaint. Those brave enough to voice opposition to the King's new laws were often publicly humiliated and lashed, with some more severe cases ending with the victim locked in a dungeon or even executed.

It did not take the King long to realize that not everyone could afford to pay their taxes, and so he forged a solution. Those who could not pay would have the amount owed drastically reduced – and in certain cases cleared – if a male member of the family in question joined the military. Known as 'copper soldiers', these men were forced to serve in the army, without payment, until the sum owed was paid in full. Within a month the army was getting hundreds, if not thousands, of stalwart young men willing to stand up for their family. By the time of his death some decades later, Eiric had expanded the borders of the kingdom to the Eastern and Western shores, nearly doubling Valon's region of control. A mere mile South of the Fane a fortified keep had been constructed around the only bridge across the Craven River, serving as both a source of income by enforcing a fee on those wishing to cross and a valuable military outpost to defend against would-be invaders. To the East, Eiric had ordered the colonization of The Four Kings, a grouping of islands off the coast that allowed further revenue from trade by sea, as well as allowing a rudimentary alarm against a possible naval attack which involved a series of enormous towers and beacons of fire.

Though King Eiric had in many ways transformed Valon into an even more prosperous nation than it had been before, there was still a sense of unrest among his people. With the increased trade with foreign nations came an inevitable evil that many looked upon with disdain: slavery. Slaves were brought in from Aersai and lands across the sea. These men and women had no rights, no voice, and no purpose but that which their masters commanded. Eiric no longer had to pay workers for physical labor, instead utilizing slaves to construct his empire. Poor souls who could neither provide an able bodied man for the military or pay their dues to the throne were often forced into slavery themselves, and it quickly became a favorable punishment over execution or imprisonment.

During the 500 years since King Eiric's rule, Valon's influence in Alnoroth has continued to grow. Battles have been fought, won, and sometimes lost in the name of their faith and their King. Small border disputes between those with old allegiances to Velossen and Valon scouting parties have been commonplace for years, though these occurrences have almost always been isolated, with neither side pushing into an all-out confrontation. In 500 years of slavery, two rebellions have taken place. The first was during the rule of King Eiric's son, Jeinar, and was a bloody eight year campaign. Citizens and slaves alike had turned against their monarch, fielding a surprising army of nearly 22,000 men. While they were no match for Valon's army in skill or numbers, they were able to implement impressive tactics against their armies which gave them a strong upper hand. Responsible for the annihilation of almost a quarter of Valon's military might, the rebels were eventually brought to justice in The Battle of Birdsong Valley. While Jeinar was ultimately successful in crushing his enemy, it was known across the entire kingdom as the bloodiest battle in their history.

For close to 300 years that battle was a warning to those who wished to oppose Valon, but with the oppression of the Camlann line never ceasing and the deep integration of slavery within their society, another rebellion was inevitable. These rebels, contrary to their predecessors, were not quite as effective. In truth, it was hardly given a chance to start, ending the very same year it began. While the rebels managed to stir unrest among the kingdom, they only managed to muster an army of 1,600, and possessed none of the brilliant tactics of those that came before them. These individuals were Valon's last example for the fate of disloyalty and subversion. Most of the army had been captured, and rather than placed into slavery, were publicly executed to ensure none would forget a traitor's end.


General Information

Nobility and Honor - Valon follows a strict system of peerage among the nobility, one which has been in use since its foundation. The titles, in order of highest importance, are as thus: Duke (Duchess), Marquess (Marchioness), Earl (Countess), Viscount (Viscountess), and Baron (Baroness). Nobles, particularly those of high standing, are often given their own lands within the kingdom, and while they are expected to govern the individual villages and castles bestowed upon them, it is only through the will of the sovereign that they do so. As such, these nobles answer completely and irrefutably to the crown, rather than serve as feudal lords. The child of a noble, or 'peer', is typically given a courtesy title below the rank of their parent. Should said parent die, the eldest of his or her children inherits their title.

The sovereign has complete control over the appointment of nobility, and as such can revoke both lands and titles whenever they desire. It is not unheard of for some nobles to have multiple titles or holdings. For example, the current Duke of Morwen is also the Earl of Irie. Nobility in Valon is not taken lightly, and as such those bearing titles of honor are seen as being above the common folk. The inability to properly address or respect nobles is typically met with severe punishment.

In spite of its dark and turbulent past, honor is a matter of great importance within the kingdom. Knights are the most revered of Valon's warriors, following a strict code of chivalry and dedicating their lives to the art of combat and warfare. Knighthood, like nobility, is bestowed by the crown, and only after the man in question has proven himself both a skilled fighter and a loyal servant to the throne. While it is not commonplace, some knights of significant repute have been given lands and even titles for their service to the kingdom.

Several orders of knighthood have been formed throughout the centuries, with two of them still standing today: The Order of the Gilded Moon and the Order of Lesine. The Order of the Gilded Moon was believed to be founded by King Faerin to serve as protectors of the royal family. Nearly 1,000 of them fought beside King Kalen, all of which giving their lives in his final battle. Though they were 'disbanded' after his death, the Gilded Moon rose again by the order of King Eiric in this third year as King.

The Order of Lisene was formed nearly 200 years past by Sir Thomas Pellire. Named for his beloved daughter, who was slain during Nelina's reign of madness, the Order of Lisene prides itself as 'servants to the people of Valon'. They are a fairly controversial topic of discussion to most, as their insistence to aid the poor and common folk is often met with the opinion that they are making the sovereignty look bad. Some even speculate that their good will towards the citizens of Valon is nothing but a mask to conceal their true intentions: the usurpation of throne. Still, in two centuries the order has shown no aggression or disdain towards the monarchy, and with this in mind and the knowledge that disbanding them would likely cause an uproar, the Order of Lisene currently remains active.

Disputes in Valon can be settled a variety of ways, however among nobility and most especially knighthood, the most common means is a duel. Law clearly states that every free man of the kingdom has the right to challenge any other man - save the ruling King and his heir - in honorable combat. The specifics, such as weaponry and whether or not the fight will be to the death, can be discussed by the involved parties, but are ultimately up to the challenger to decide. As per law, commoners are not prohibited from challenging another, however they may not do so to one in a position of honor without grievous personal offense.

The City of Valon - Surrounded by lush grasslands with a view of the distant Illuneth forest, the capital city of Valon stands proud behind its imposing walls. The stone walls encase and fortify the city with battlements wide enough to fit ten men abreast and a series of defensive towers overlooking the plains beyond. A wide river runs through from the West, dividing the city into two sections. Powerful wrought iron gates at the West and East sides of the walls allowed the water to flow in and out while still protecting the capital from possible siege.

Behind the walls the city bustles with activity, seemingly endless rows of buildings forming around dozens of streets. Bakeries, blacksmiths, inns, taverns, open markets, houses, tanners, bowyers and tailors all bring Valon to life. There are two notable districts, each on the other side of the river. On the North side one will find most of the common folk. Most of the shops are found here as well, along with the slums for the poor. Dozens of narrow alleyways split off from the main streets, and are often home to dark deeds and secret rendezvous. This is the most active part of the capital, where hundreds of citizens move to and fro trying to transport goods, sell wares, or witness a public hanging.

On the Southern side of the river is the smaller Royal District, so named for being home to both the palace and many prestigious estates. The Royal District contains more houses than anything else, although there are a few higher end shops available to the rich and noble-born alike. The grand Sarris Cathedral is also located here, so named for the King who ordered it's construction over two thousand years ago. Despite its age, the Cathedral has, like much of the Royal District, has lost none of its grandiose to time. The palace stand slightly elevated to the rest of the city and is surrounded by walls of its own, forming both inner and outer baileys. It is a mesmerizing sight, comprised of numerous towers of 'white' stone and countless patterned windows from which inhabitants can see across the entire city. Soaring above the highest tower is the royal family's sigil, a golden lion on a light blue field.


The Grand Tournament - Each year when the winter rains have dried and spring approaches, the Grand Tournament begins. An event of much renown and splendor, it lasts nearly three months. None but knights and nobility are permitted to enter, but all are welcomed as spectators. Hundreds of combatants join the lists every year, eager to bring honor and glory to their house. It starts in the city of Morwen, lasting three days before moving on to Halstead. The tournament is constantly on the move, with time between each location to rest, recover, and prepare for the next. The months pass and combatants rise through the ranks, and eventually everything comes to a head in Valon for the Grand Championship, which lasts the whole of a week with an over abundance of celebration and merry-making.

The main focus of the tournament is the melee, following several rounds and consisting of various weapons, such as maces, flails, quarterstaves, and swords and shields. However, in recent years the joust has become more and more popular, with nearly as many signing up for the event as the melee. Archery is also included, though not as sought after by combatants as the prize is much smaller compared to the others. A new sport has been included int he tournament during the last two decades, and is the only event that allows slaves to participate. Known as 'The Spectacle of Blood', it involves slaves pitted against other slaves in a brutal fight to the death. The Spectacle of Blood is a short event and far from the focus of the tournament, but has quickly become a fan favorite.
Edited by Elresir, Oct 19 2014, 04:48 PM.
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(Written and created by Elresir)

Introduction: Utumulok

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Known as Utumulok, the lands to the South-East have proven to be one of the hardest lands to hold. Inhabitants are forced to endure its blasting heat and vast plains of seemingly endless sand. The sun is relentless during the day, though evenings are known to give a brief reprieve from the unbearable heat. Citizens of Utumulok are at constant odds with the environment, be it from the vicious sand storms that appear without warning and have been known to almost bury a city, to the dangerous creatures that roam the wild.

Utumulok is comprised of two civilizations, the Aersai to the West, and the Tarisi to the East. The nation of Aersai stretches across much of the desert. From the white-sanded Plains of Fhira to the southern coast, Aersai is made up of dozens of cities and smaller villages. The Tarisians, while not entirely native to the land, have quickly adapted to it, made all the easier by their more forgiving region of control along the Eastern coastline. Aersai and Tarisi have been battling eachother for as long as either side can recall, and only the Aersai have expressed a desire to end the conflict.


Aersai

The first people to claim the desert as their own, Aersai has roots to the land going back at least a thousand years. They have become skilled survivalists, prospering merchants, deadly assassins, scheming criminals, simple fisherman, and desert warriors. Resources such as silk and glass are common among these people, and as such Aersai is open to trade far and wide, most of which focusing around the eponymous capital city. The city's port stretches across the coast nearly as far as the eye can see, which ships coming in and out of the harbor daily.

For the most part - the natural seed of corruption many wealthy civilizations suffer from being the exception - people of Aersai are relatively peaceful. Greedy and perhaps even manipulative at times when it comes to gold, few seek violence as a means of acquiring their needs. As such, the war with Tarisi is a subject of much disdain for most of the citizens, many of whom would sooner relinquish claim over the land in exchange for the years of bloodshed to come to an end.

King Miran, however, is not one of those people. In the decade since he took the throne of Aersai, Miran has more than doubled trade with foreign nations, making his one of the richest kingdoms in the South, and perhaps even rivaling mighty Daelgar's treasury. With an over abundance of coin at his disposal, King Miran has also tripled the size of Aersai's army, as well as acquired some of the most skilled fighters of his people to train soldiers fit for any battle.

Highly sought after nomads, called Ishala, have roamed the sands of Utumulok their entire life, living off the land, mapping sources of fresh water and the occasional oasis, and battling threats both foreign and internal. The Ishala serve as scouts, spies, and sometimes even bodyguards to those willing to pay the right price. Naturally the richest of all his people, Miran has enlisted the aid of many Ishala, and with their aid and an army at his back, he intends to end the war with Tarisi with swift justice.


Tarisi

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Heading East across Utumulok the sands begin to thin, revealing flats of cracked earth. Further still to the East, the flats give way to a vast expanse of tall, pale grassland. Half the height of a man, the Teshien Plains stretch on for many miles, making up the majority of Tarisi's outer territories. Here, there is some relief from the heat of the desert, and a cool Eastern breeze gives life to the grasslands. This is where the Tarisi house their farmlands, the soil surprisingly rich enough for many crops to thrive. Hundreds of farms sprawl across the plains, and yet still a man could ride through the fields for days without finding one.

As the land carries on past the grasslands, villages begin to sprout up far and wide, and eventually lead onward to the grand city of Tarisi. The capital is a wonder of ingenuity, a marvel to look upon. Great walls of stone surround the city, which is made up of four tiers, with the Senn tower on the highest tier overlooking the Dienne Ocean. Most notable of all is the great garden that envelopes the upper tiers, with carefully placed waterfalls flowing down the sides into small pools of water below. Tarisi is a city of constant growth, and after 300 years is still incomplete.

The Tarisians are a highly advanced, militaristic, intelligent, and ambitious people, who rarely if ever settle for what they can have. They are always reaching for the next best thing, eager to pay whatever cost is necessary to attain their goal. They are proud and stubborn, sly and sharp-of-tongue. A Tarisian will speak their mind even if it means death, and especially if what they say is true. Tarisi is heavily involved in the slave trade, having regular dealings with Daelgar to the North.


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Tarisians originally came to Utumulok from their homeland across the Dienne Ocean. Resources were growing scarce, the population was growing into the tens of millions, and one warlord in particular decided rather than fight his brothers and wrestle for control over the crowded land, he would instead take the more ambitious and dangerous path of settling the much larger continent across the ocean. With a fleet of ships and nearly 100,000 men, women, and children, Warlord Akutek sailed to the lands of Alnoroth and settled on the shores of Utumulok. At first, the Tarisians had frequent dealing with the Aersai to the West, relying on their experience and generosity to settle their corner of the land and get off their feet.

Before long, Tarisi was a thriving colony, and as soon as they no longer needed the Aersai began to take what they wanted from them by force. In the 300 years since their arrival, the Tarisian population has increased drastically, with nearly half the population serving as capable and bloodthirsty warriors. With them the Tarisians brought horses, used as their greatest ally in battle. Thousands now roam the Teshien Plains, providing the foundations for Tarisi's great cavalry.
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(Written and created by Virulent)

Introduction: The Fane

Beyond the Illusion Mists of the southern ravine the climate changes vastly from the mild and tolerable middle plains. The very ground one would step is often not there, replaced by murk and peat. These are the Swamps of Fane. Seemingly endless once foot is placed within their grasp, a thick fog always hovers about the land, always fed by the warm opaque waters. There are no paths of civilization, or signs to indicate property and lordship. No peasants or hunters to greet newcomers wandering into the Fane. There are as many corpses sucked deep beneath the surface of the water as there are massive swamp willow trees forming a veil overhead. Everything is damp, everything smells like the swamp.

The Dangers of the Fane

Other than the obvious dangers of the environment, misplacing yourself, drowning, starvation, various poisonous plants, usual fatal diseases imparted by animals and contaminated water, and even untreated wounds exposed lengthily to the thick air. Nothing within the swamp is tame, no creature is safe. Everything with in swamp lives by the rule, the strong survive the weak perish.

While the impressive creatures of the swamp have the life of any unaware man easily between its claws, it is not the creatures that concern those who dwell inside the swamps. A disease, some would say a curse, dwells within the fogged lands. A Garvek, is a human mutated by whatever the danger is, they become monstrosities more animalistic than human, predators. The source of these mutations had yet to be found.

The Floating City of Raroknar:

In the center of the massive swamp several large lakes break the peat and isle terrain, each possessed a massive city. Once. Two of the three cities decayed beyond recognition and eventually sunk from neglect. The third and largest city remained long enough for a large group of travelers from the North to arrive and repopulate it. Whoever originally constructed the masterpieces of carpentry was long dead their identity or reason for their extinction unknown.

Theirs was an escape from the warring groups in the middle plains centuries ago. During their escape, the swamp was far from its seclusion and danger of the present years and a temporary trade route was established. The floating city was to be merely an escape from the wars and after they were over those living in the city would return to the middle plains. However, a climate change turned any return into an impossibility, any attempts of escaping the swamp resulted in failure or disappearance of those involved. Over the decades eventual adaptation of each generation led to an eventual cultural change into council leading the city, and a more survivalist nature accepting that they would likely never see the old middle plains. After the generations that remembered the plains died, their stories slowly became forgotten and many of the newer generations believed that they were always from the swamp.

Religion

There is no real religion; however writings of the culture before the evacuees seem to speak of some sort worship of the swamp itself. As the number of Garvek sightings has increased in the recent years cults following interpretations of the writings have formed. They vary from harmless to violent, a matter always discussed by the city council.

Technology:

The limited source of metals makes metal weapons or armor either artifacts from previous times or very valuable. The majority of the clothing and such are leather from creatures of the swamp. However, large remains of the previous culture in the science of alchemy often plays a role in their technology.
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