Please note that every administrator is responsible for their own realm. Thus, if you have questions, please be patient as it might take a little longer for the administrators to answer them if they concern the deeper lore of a certain faction.
Wars and Battles in Velandi
- Ignat'ur
No matter if the jungle, the desert or the mountains, Ignat'ur is probably the harshest environment of Velandi to live in, but this makes tribes as well as the countries themselves fight over the few rare fertile spots of land there are in the Fire Realm.
The largest war is without doubt between Mergol and Lorgah'nath. After officially declaring independence about 300 years ago, Lorgah'nath became a country on its own, even though they governed themselves for almost 400 years prior to that already. Mergol lost half of its territory and declared war to the newly formed country to regain control over the mountains, however the desert and mountains are such harsh environments to cross to get toward the capitals, that taking them in prove to be impossible. Today, most battles take place in Tenskwatawa, Exire and Gulotri'es as they lie directly at the borders. There are periods of time in which neither country fights, having armistice treaties for a few months here and there, but even when the war isn't officially waging, the hatred between both countries is so strong that often warriors leave their country on their own to attack villages and towns at the other side of the border.
Urut'ash has a special stance in Ignat'ur due to the Chieftain being an Aevi. There are smaller battles between the tribes within the country, but neither Mergol not Lorgah'nath dare attack. Not because they worship the Aevi... but because no other chieftain would be stupid enough to wage war against Dakarai Khan, so the borders between Urut'ash and its neighbors are surprisingly peaceful.
- Larea Vanya
Even though Larea Vanya is a land of Kingdoms, kings and queens being in control of their own realms, that does not mean they do not have to answer to anyone. The land is naturally separated into two by the Great Divide. North and South.
Both are overseen by a sort of King of Kings, or Queen of Queens. At the moment King Seirian Laibrook rules in the south and Princess Kaia Bari in the north. Where as they have personal control over their own home realms, they are also charged with the responsibility of overseeing their entire respective areas.
Where as everyone understands that life is not all peace and happiness, long and devastating wars are not permitted and the greater powers of these rulers will definitely step in to break feuds up if they become too intense. The longest period of kingdom battle was two generations ago and lasted for three months before the current King of the North stepped in with his vast and trained troops to break it up and force the rulers to talks rather than battles.
Since then intervention becomes almost customary by that point, neither Seirian nor Kaia wanting a repeat of such a thing.
Of course they cannot be everywhere at once or see everything possible so 'under the table' fights are still very common. As soon as they become more public though, the greater kingdoms step in and put a stop to it, working out whatever issue was the seed cause.
- Yaredenah Ran
As much as the Emperor and the water deity are both pacifists, ensuring peace is no easy task in such a wide-spread realm, especially when it comes to countries which are rather independent of the imperial rule.
The countries around Rinanwa and Yuukyo are the safest as the influence of the Emperor and the water deity are the strongest there. The further away from those two places and the more independent the country, the more likely it is for governments to become unstable or to wage war.
Civil wars and forceful changes of government within the rather independent countries are possible as the Empire respects each of these countries’ integrity and thus does not interfere even if these civil wars go on for years.
Wars between countries, on the other hand, usually result in the intervention of the Empire. As this intervention results in both countries being strictly supervised by imperial rule until the economical and governmental situation has stabilized, wars between different countries are rare and there are usually just smaller skirmishes.
- Zeventus
Zeventus has not always been ruled by a matriarch. Back in the times before Kaha Madar's death, Zeventus was hardly inhabited by any other races than avians, harpies and twergs. While the small humanoid folk had its own king, the avians and harpies had no ruler at all and just lived along with each other. But when the original goddess of the world wandered through Zeventus, causing the areas to change and forcing the races to leave their homes and seek new shelter, the three races fought over the best new dwellings at first, but soon realized that war was no option in those dire times. And so each race sent one representative to a meeting where future matters should be discussed. Avians, twergs and harpies formed a close bond and ruled together for a long time over Zeventus.
But when the twerg king died without having a heir to his throne and the avian sorceress Mari'ta had also outlived her harpy friend, she united all races under her banner and became the matriarch of Zeventus.
Ever since that the matriarch has been the highest instance regarding law. When a major crime was committed, the delinquent was brought before her and had to lay open his deeds and reasons. While a few selected and trusted members of the matriarch were present to advise her, it was the matriarch who decided on the punishment in the end. Smaller crimes were brought before a council to ease her workload.
This tradition sustained until today.
Even though that system works well with its thought out laws that cover almost every field of law, quarrels between rivaling towns and areas cannot be prevented.
The inhabitants of Pearl Bay constantly battle with Swift Arrow's Passage over the small island that lies between them and other realms and towns might fight as well with one another every now and then. But the Air Hawks, that patrol in every area, know how to prevent wars and keep an eye on everything and thus the history of Zeventus speaks of no wars that ever arose.
Ignat'ur
- Divided into three countries, the realm of fire is governed by the chieftains:
- Urut'Ash: The Aevi of Fire, Dakarai Khan
- Mergol: The Crimson King, Tyrant
- Lorgah'nath: The Black Lady
- There is no royalty in Ignat'ur. Chieftains are neither born into a royal linage nor elected by their people. Once a chieftain dies, the person most fitting for the 'job' becomes the next chieftain. A skilled warrior, an influential person, someone with extreme much money,...
- Each country is independent. They barely have anything to do with each other except for the fact that they all belong to the Realm of Fire. The Aevi of Fire is respected on Ignat'ur for his abilities, but has no political influence in Lorgah'nath or Mergol.
Urut'ash
- History:
Urut'ash used to be divided by the large lava river of Hevaa'reth. About 300 years ago, Volganath, which was considered the capital of Urut'ash for many centuries eventually evoked the anger of the Aevi of Fire though, causing him to lead the armies of Suru'krugh against them, destroying the city entirely. Ever since, Dakarai Khan united the jungle of Ignat'ur under his reign. Up until today, travelers are not very welcomed in the jungle as they rarely honor the ancestors, bringing the new ether machines into their territory and often are only trying to get their gold.
- Religion:
Urut'ash holds strongly to its traditions, especially their faith in the ancestors. Every deceased honorable family member is considered such an ancestor. The weapons of the living are guided by the fallen, hence, before every greater battle, it is tradition for the warriors of the jungle to make a sacrifice to the ancestors, praying for their support. The Aevi of Fire is not considered 'divine'. He is however a faithful servant of the ancestors.
- Warriors and Workers:
Life in Urut'ash is pretty simple... At the age of 16 every Urut'ashian travels to the capital of Suru'krugh, swearing loyalty to the Chieftain and being classified into either workers or warriors. Warriors have a better reputation and higher social status than workers. They protect Urut'ash and are responsible for upholding the ancestors' will. Workers usually live near mines or construction places as they are responsible for maintaining the temples, mining for iron,... They are seen as less significant than warriors. Being a worker or warrior is determined by the display of strength or skill in front of the Aevi, meaning even the child of workers can become a high ranked warrior, while the child of famous warriors can become a low worker.
- Currency:
Same as in all of Velandi, Ether Crystals are very common, however they are mainly trading goods for other goods. Gold is a rather soft metal, which means it's not recommendable for armors or weapons. Hence, gold has very little value in Urut'ash, being used mainly for decorations, ornaments or cheap armors.
Mergol
- History:
Mergol has always been a very important country for trade, the two rivers that originate from Goradra Rock forming a direct water route between the inner and outer ocean. The past 800 years, a dragon has been chieftain, guarding over Mergo'tur and its rivers from his castle, however the country mainly governed itself, taking the gold their chieftain could provide to make the city grow, but not accepting any orders of him. This changed roughly 40 years ago when the previous chieftain suddenly disappeared, the Crimson King becoming the new ruler of Goradra Rock and shortly after the new Chieftain of Mergol. The prosperity of the city actually grew under his reign, building larger harbors, more docks, extending the city's borders,... however the taxes went into almost insane heights, causing the poorer people of Mergo'tur to retreat toward Karkaress or Exire in order to escape slavery for being unable to pay. The amount of desert tribes has almost doubled since the new chieftain's reign.
- Currency:
Even though Ether Crystals are accepted, nothing is of as much value in Mergol as gold.
- Center of Trade – Mergo'tur:
Even though there are by far larger cities, Mergo'tur is considered the largest merchant city of Velandi. The entire city lives from the traveling merchants that cross the rivers Har'uuk and Veagurth in order to get from the Dastian Sea to the Altissian Ocean and back. Since Mergol barely has any fertile land except of the rivers' shores, trading food is extremely important, so large parts of the harbor are dedicated to food bazaars where traveling merchants can present their wares. There is a surprising low amount of actual locals in the city, most people being only on their way through or staying for a few days until they board the next ship to leave the hot city. The giant mountain Goradra Rock, right next to the city, shields it from sandstorms of Karkaress, the castle of the Crimson King being visible on the stone walls on most clear days. The importance of gold and the 'unfair' treatment of the poor, reaching as far as accepting slavery in all of Mergol, has caused a wide variety of criminal organizations to spread within the city, thief guilds, assassins, cartels,... being rather common.
Lorgah'nath
- History:
Without doubt, Lorgah'nath is the most sophisticated country of Ignat'ur. They used to belong to Mergol however. Over thousand years ago the great Mount Mwenye threatened to explode from the pressure of the lava lakes beneath. Knowing that it would cause giant damages to the surroundings should the top of the mountain blow up, the mountain tribes began to dig tunnels into the soon to be volcano, releasing the pend up magma... but it wasn't enough, so the lava dwellers created more and more tunnels... but it didn't work. Eventually the mountain top exploded... but thanks to the relieved pressure along its sides, the damage was minimal, a circular platform having been torn off the very top. What remained though was a giant pillar of black lava rock standing in the center of the crate. Quidel was born. Those who didn't mind the heat of the active volcano all around them began to form the pillar into a giant city, building stairs, digging houses and even whole castles into the black rock. Soon, the city grew, demanding independence by swearing loyalty to their own chieftain. Mergol was of course not to happy about half of its territory suddenly declaring independence, but the mountain tribes defended their borders so well, the desert dwellers had no chance but to retreat. Up until today, Mergol and Lorgah'nath still fight over Tenskwatawa, Exire and Gulotri'ess. Due to this, the political relations between the mountain and desert kingdoms are rather cold and uncordial.
- The Government:
Different from Urut'ash and Mergol, Lorgah'nath has something close to an actual government. Every time a new chieftain comes to might, the old government is released from its duties, the chieftain selecting their new senate members, which they can remove and re-elect any time. Even though the chieftain can undo his senate's decisions at any time, they discuss the important political matters and reign over Lorgah'nath unless the chieftain steps in.
Larea Vanya
History
- All of Larea Vanya is ultimately divided into two 'lands'. Those that are more north of the huge chain of mountains that span the continent called The Great Divide, and those that are more southern.
The lands in the north are referred to as The Wilds. They aren't exactly primal, but they are definitely more rough than the south. This is where the more beastlike of people live, making their homes in and next to nature. Most of the 'religions' there, revere ether and preach living with it, rather than forcing harvests or research on the subject. They dislike those to the south that do just that, thinking them high-browed idiots that cause more harm than good with their blind blundering.
As with all cultures in Larea Vanya, the north has a set of 'kingdoms', though their might resemble more of 'clans' than the southern's grand monarchies. Each still has a leader that is trained by their leader parents to inhered the position, effectively making them kings, queens, princes and princesses.
The lands to the south don't bother with such extra titles and simply call themselves Larean. Their style of living is far more advanced and grand than The Wild's. They have built huge cities out of stone in and around nature, of course, but being far more industrialized. This is where the more humanoid of people live. Most believe that ether is a resource, that once fully and properly understood and tapped could lead to magnificent and profound discoveries; making life easier and more full. They view most northerners as wild heathens that are too ignorant to see the greatness in what they do and how they live.
Their kingdoms are clearly defined, each having their proper leader/s, full courts and laws.
Both of these sides have a family that they consider the highest of Supreme Royalty, sort of an Elite family that represents their side of the land whenever larger decisions need to be made.
One comes from the Laibrook family in the South, and the other from the Bari family in the north. Neither care for one another, but they have been working together in conjunction with Ceinwyn the Aevi for a while now and can at least tolerate one another for the most part, getting things done rather efficiently to ensure Larea Vanya continues to thrive.
Currency
- As with all of Valendi, ether crystals are the most commonly accepted form of money. However since Larea Vanya is essentially ruled by area and kingdoms, older forms of currency are still circulated among locals. Generally metal or mineral coins.
Global contribution
- Due to the nature of its element, Larea Vanya is without a doubt the world's leading exporter of natural goods. Be it from their fertile farms, dense woods, or deep mines, Larea Vanya supplies all other nations with bountiful produce, high quality wood for furniture or housing, and a stunning array minerals and metals for all sorts of other things. Of course this doesn't mean the other nations can't and don't produce their own goods, Larea Vanya's just tend to be naturally of high quantity and quality.
In general it is King Seirian that oversees the trade agreements and treaties with the other nations, always keeping trade flows open and his lands prospering with wealth in return.
If one wanted to find a single place to buy anything of value, Teibridge, just bellow The Corridor, would be the place to go. It is the natural culmination of trade routs between North and South.
Common Themes
- Larea Vanya is a land of Kings and Queens. A kingdom can be large, and it can be small. As long as there is a leader that inherited their position and has ultimate authority among its people, it is considered a Kingdom and must report and bow to their regional Supreme Ruler.
- Larea Vanya's style is that of traditional 'high fantasy'. Having mostly european roots, though variations of wild or cultured depends on location.
- Common job classes in Larea Vanya, for those that are not Royalty, tend to be aligned with making or growing a product, or selling said product. Farmer, miner, shop owner, caravan driver (to move the goods about), weaver/seamstress, huntsman, woodcutter.. Over all Larea Vanya is very productive and its citizens only gain more prosperity by contributing.
- Larea Vanya is home to -all- sorts of beings in all regions. In general though, the more humanistic races tend to reside in the south. Humans, half humans/mix breeds that tend to be less animal, light and high elves, Fairy, dwarves, gnomes, etc. In the north the races are a bit more wild, showing more beast like qualities. Of course both can live on either side, though if its obvious you are from the opposite side of the divide, some may be treated more poorly and thought less for it.
Yardenah Ran
The imperial family and the empire
The imperial family has been in charge of the water empire ever since it was founded and has managed to keep control as it grew throughout the millennia since the Kaha Madar's passing. The country in which the imperial family's reign began were the snowy isles of Rinanwa. From that starting point they slowly expanded their territory over the years, eventually needing the protection of the water Aevi to enable ships to cross the ocean to keep contact with their newly-gained territory.
There is a legend of why the Sarangerel-Ochir familyline had been chosen to govern Rinanwa. The legend strongly varies depending on the country it is told in. In Rinanwa, the seat of government of Yardenah Ran, the legend says that the Sarangerel-Ochir saved the whole of Yardenah Ran from destruction through a giant serpent. In some countries the serpent was only a threat to Rinanwa, in others the serpent was merely attacking ships and in countries like Kirichirou, which thrive for more independence from the imperial government, the legend is called a fraud all-together.
The following passages contain one of the many versions told throughout Yardenah Ran.
The legend starts with the story of an ancient large serpent by the name of Awunyu, a huge beast which was known for guarding its territory in the icy waters around Rinanwa very well. As it was one of the ancient beasts, born in the time of the Kaha Madar, the beast was both huge and powerful.
As the Kaha Madar was slain and cultural development began to thrive, ships started sailing the ocean, eager to discover what was hidden in the once far more dangerous and deadly waters. It wasn't long before ships accidentally started crossing through the territory of Awunyu which enraged the serpent. . It was then the serpent became destructive and caused tidal waves to flood the homes and lands of the inhabitants of Rinanwa.
It was then an ancestor of the S'Ochir had stepped out to defeat Awunyu. A strong Nuwa who was able to change into a deadly serpentine and even more, managing to subdue Awunyu as he tricked the serpent.
Once Awunyu was defeated and tamed, the people of Rinanwa rejoiced. The Sarangerel-Ochir was then chosen to lead and protect the people of Rinanwa. Ever since then the Sarangerel-Ochir have been in charge of governing Rinanwa and the ever-growing empire of Yardenah Ran.
The capital Rinanwa
The snow-covered islands are the home of the Imperial Family as well as the main seat of government of Yardenah Ran. As a result, many noble families and imperial council members live there.
Currency
The water empire Yardenah Ran is very federalist in its governmental structure. Ether crystals are the common currency everywhere in the water empire but especially the more self-governed countries tend to have their own currencies as well with varying exchange rates.
Zeventus
The History of Zeventus
The dwarf who wanted to fly...or how avians and dwarves started to work together
There once was a young dwarf, whose race is also called 'twergs', and whose dream was to fly like the mighty avians that lived up on the floating islands in the cloud-realm.
Obsessed with his wish to be able to fly, he started to construct weird looking gadgetry build of metal and impelled by ether. Little did he know about aerodynamics and neither did he have any specific knowledge about the effective use of ether, but no dream was too big for the small dreamer.
The other twergs thought it would only be a phase in his young life and that he would forget about his immature wish soon and while the majesty avians only laughed about the failures of the young twerg, he never gave up, not even after years of disappointments until one day, when he finally had found the right combination of metal and ether.
It were only a few meters he glided but he was proud of his success and his colleagues stopped shaking their heads over his weird and overall untwergish behavior. Even the mighty avians stopped to scoff at him and they took him with them up to the floating islands in the cloud realm and presented him their matriarch who was very impressed of his skills and brought a new guild into being - the Tinkers. And she named the young twerg to the master of the guild.
That was 72 years ago and ever since then twergs and avians work together, one race providing the knowledge and the other the technology. And to honor the new alliance between the two unlikely races, they designed a new crest for their nation: a bird holding a gearwheel.
Today, some twergs even live on the floating islands as tinkers while the naturally wild but still civilized avians benefit from the new technologies and modernized their weapons, armory and mostly their towns on the floating islands.
Together they designed and invented the first cargo airships that had their maiden flight about 50 years ago. Passenger airships followed 10 years after though they gained their current shape within the past 10 years and are still not even close to perfection.
Other flying objects weren't created so far and etherpunk weapons are also still in development.
But together with the first airships, the Astral Reavers arose and with them, other pirates started to roam the skies. In order to curtail the upcoming piracy, the 'letter of marque' was introduced (for more information read here).
The Astral Reavers
Originally inhabitants of Zeventus that turned from Aeri'al, not accepting her as an Aevi and revolting against her. Their primary intention was to overthrow the matriarch but when prosperity and technology grew, their ambitions changed and they became raiders of the sky. The Astral Reavers have grown in number over the years and formed an armada strong enough so they could expand their territory and are now able to attack all four continents. They are a corrupt and merciless pack that ambushes mostly cargo airships to rob ether crystals and other things of value to sell them on the black market or use them for their own purposes. They do not hesitate to kill if necessary and would even start a war to claim what they desire.
Members of the Astral Reavers can be of all races (e.g. avians, dwarves, humans, harpies, orks, elves etc.). Since they are a story-related faction you can't become one of them.
However, you are allowed to design a sky pirate of another/your own faction.
The Etherpunk-Technology
Since Zeventus is a steampunk based area it's only natural to find the most technologically enhanced gadgets and machines here. Though you always have to keep in mind that the technology is just about to be developed slowly by the tinkers and still in its infancy.
The generators to extract ether from the crystals and store them in diodes or other forms are huge and noisy, they are steady-state and need machine care every now and then.
These machines are also able to produce electricity, however, the energy is only enough light a household, make some hot water or other smaller things. Furthermore the light bulbs are still in the beginning of development and don't spent more light than a candle would do.
Currency
As with all of Velandi, ether crystals are always accepted but gems like diamonds, rubies, emeralds etc. are also accepted.
Races in Zeventus
There are hardly any restrictions when it comes to choosing a race for a character, yet it sometimes makes little to no sense picking a specific race for an area, like creating a fire elemental for the water nation etc.
Thus here is a list with examples for common and uncommon races in Zeventus to give a better overview.
The dwarf who wanted to fly...or how avians and dwarves started to work together
There once was a young dwarf, whose race is also called 'twergs', and whose dream was to fly like the mighty avians that lived up on the floating islands in the cloud-realm.
Obsessed with his wish to be able to fly, he started to construct weird looking gadgetry build of metal and impelled by ether. Little did he know about aerodynamics and neither did he have any specific knowledge about the effective use of ether, but no dream was too big for the small dreamer.
The other twergs thought it would only be a phase in his young life and that he would forget about his immature wish soon and while the majesty avians only laughed about the failures of the young twerg, he never gave up, not even after years of disappointments until one day, when he finally had found the right combination of metal and ether.
It were only a few meters he glided but he was proud of his success and his colleagues stopped shaking their heads over his weird and overall untwergish behavior. Even the mighty avians stopped to scoff at him and they took him with them up to the floating islands in the cloud realm and presented him their matriarch who was very impressed of his skills and brought a new guild into being - the Tinkers. And she named the young twerg to the master of the guild.
That was 72 years ago and ever since then twergs and avians work together, one race providing the knowledge and the other the technology. And to honor the new alliance between the two unlikely races, they designed a new crest for their nation: a bird holding a gearwheel.
Today, some twergs even live on the floating islands as tinkers while the naturally wild but still civilized avians benefit from the new technologies and modernized their weapons, armory and mostly their towns on the floating islands.
Together they designed and invented the first cargo airships that had their maiden flight about 50 years ago. Passenger airships followed 10 years after though they gained their current shape within the past 10 years and are still not even close to perfection.
Other flying objects weren't created so far and etherpunk weapons are also still in development.
But together with the first airships, the Astral Reavers arose and with them, other pirates started to roam the skies. In order to curtail the upcoming piracy, the 'letter of marque' was introduced (for more information read here).
The Astral Reavers
Originally inhabitants of Zeventus that turned from Aeri'al, not accepting her as an Aevi and revolting against her. Their primary intention was to overthrow the matriarch but when prosperity and technology grew, their ambitions changed and they became raiders of the sky. The Astral Reavers have grown in number over the years and formed an armada strong enough so they could expand their territory and are now able to attack all four continents. They are a corrupt and merciless pack that ambushes mostly cargo airships to rob ether crystals and other things of value to sell them on the black market or use them for their own purposes. They do not hesitate to kill if necessary and would even start a war to claim what they desire.
Members of the Astral Reavers can be of all races (e.g. avians, dwarves, humans, harpies, orks, elves etc.). Since they are a story-related faction you can't become one of them.
However, you are allowed to design a sky pirate of another/your own faction.
The Etherpunk-Technology
Since Zeventus is a steampunk based area it's only natural to find the most technologically enhanced gadgets and machines here. Though you always have to keep in mind that the technology is just about to be developed slowly by the tinkers and still in its infancy.
The generators to extract ether from the crystals and store them in diodes or other forms are huge and noisy, they are steady-state and need machine care every now and then.
These machines are also able to produce electricity, however, the energy is only enough light a household, make some hot water or other smaller things. Furthermore the light bulbs are still in the beginning of development and don't spent more light than a candle would do.
Currency
As with all of Velandi, ether crystals are always accepted but gems like diamonds, rubies, emeralds etc. are also accepted.
Races in Zeventus
There are hardly any restrictions when it comes to choosing a race for a character, yet it sometimes makes little to no sense picking a specific race for an area, like creating a fire elemental for the water nation etc.
Thus here is a list with examples for common and uncommon races in Zeventus to give a better overview.
Common races you can find in Zeventus are for e.g.:
- Humans
- Avians
- Dwarves/Twergs
- Harpies
- Bat-morphs or other flying morphs
Uncommon races:
- Water/Fire/Earth elementals
- Centaur
- Ogre/Ork
- Humans
- Avians
- Dwarves/Twergs
- Harpies
- Bat-morphs or other flying morphs
Uncommon races:
- Water/Fire/Earth elementals
- Centaur
- Ogre/Ork