[color=fff200][center][u][h2]Knights of The Dawn Covenant: The Longest Winter[/h2][/u][/center][/color] [center][img]https://cdn.artstation.com/p/assets/images/images/001/239/811/large/nicolas-avon-witch-hunt.jpg?1442834380[/img][/center] [hr] [hider=The History] [i]"I do not fear death; the world was born from war, I was born and raised in war, and I will die in war. Death is the only true peace I will know"[/i] -Sir Alrin, 2E 612 In the beginning the elves were the sole inhabitants of the continent of Miras. Their kingdom reigning from every corner of the continent as they reveled in their advances. For five thousand years the elves lived as a unified people until the Year of Schisms arrived. The once united elven people began to split apart for reasons unknown. The Uldmer retreated into the earth, the Talmer remained in their forests, and the Renmer left the mainland for the Nalrokar Islands on the Eastern Sea. Merely a year after the division of the races of mer a new people washed up on the eastern shores of Miras. They came in a great number of ships all under the banner of Clan Njormar, the first men. Where the first men came from and why they left is unknown but one thing was clear, they were here for conquest. The War of The First Era began the moment the armies of Clan Njormar landed on shore. The army of man marched on the Eastern Plains, sacking every settlement they could find until they came upon the city of Vaerantia, the capital of the Eastern Talmer Empire. The Siege of Vaerantia lasted for two years and when it finally ended the bloodiest battle of the First Era took place. Both citizens and soldiers of the city were slaughtered by Njormar forces and the elven reinforcements sent to take back the city were wiped out shortly after. The Eastern half of the continent belonged to the humans and with their hearts set upon the western half the elves prepared for war. To reach the western half of of the continent required passing through one of the four pathways through the Felniirvild Mountains, the great mountain range that runs down the center of Miras. Unfortunately the time at which Clan Njormar's army had been mobilized most of the passage ways had been blocked by heavy snow. Their only choice was the central pass which the Taller had guarded fiercely. The armies met at what would come to be known as the Valley of Kings, there elven king Ortheril and Clan Chieftain Gjormlyrth struck an accord. The Talmer would keep the remains of their kingdom in Western Miras and the humans would have rule over the Eastern half. The Treaty of Miras was signed and the kingdom of Farendar was founded, thus beginning the Second Era. The Second Era of Miras saw peace for the greater half of this period. It was until the year 880 that war once again visited Miras. Once again it came by sea but with swords held in dark elf hands. The Renmer had returned to the mainland not as saviours from the human menace but as conquerors of a new world. They landed upon the eastern shore but unlike the armies of Njormar they stayed at the coast, occupying the port city of Faldrim. From there the Renmer would push into the heart of Eastern Miras, burning every settlement in their way. The armies of man alone could not defy the Nalrokar Empire and so they retreated into the Hinterlands where they remained for the greater half of the war. The Nalrokar had attempted to sail south as well to reach their Talmer cousins but met heavy resistance from House Sunderland's navy. Twas not until the human capital city of North Guard had fallen did the Talmer aid the remains of the human kingdom. It was decided that the Renmer were no longer the people they once were, now a threat to all of Miras the armies of man and wood elf were united against a single enemy. Yet with their combined might they could not regain the land lost to the Renmer, and so they called upon the aid of the Uldmer, the dwarves. At first the Ukdmer people were content to seal themselves in their mountains and wait out the war. But with some convincing Dwarven King Jrulen Kregnrac allied his armies with those of the Talmer and Humans. Finally in the year 900 of the Second Era the combined force of the three kingdoms managed to drive the Renmer back into the sea, thus marking the beginning of the Third Era. It is now the 479th year of the Third Era, the kingdoms have been restored life is returning to what it once was. But of course life as it once was was dangerous still. All manner of monsters roamed the wilds outside the cities and those careless or unfortunate enough to encounter such creatures most of the time met an untimely end. Today The Knights of The Dawn Covenant seek to eliminate such threats to both man and mer. The only organization specifically training in combating monsters and dark magics the Knights, or Templars as they are also called, are the only thing standing between mortals and the abominations that stalk the night. [/hider] [hider=The Order] [hider=Ranks] [list] [*]Lord Templar of The Dawn: Commander of Templars across Miras. [*]Knight-Commander: Overseer of regional Templar activity. [*]Knight-Captain: Individuals in command of a company of Templars(multiple platoons). Officer Rank. [*]Knight-Lieutenant: Individuals in command of a platoon of Templars(multiple squadrons). Officer Rank. [*]Knight-Sergeant: Individuals in command of a squadron of Templars(multiple teams). [*]Knight-Corporal: Individuals in command of a team of Templars(3 to 4). [*]Templar: Those who have undergone the trials of their training and have become full members of The Dawn Covenant. [*]Initiate: Men and women who've begun their training to come full members of The Order. [/list] [/hider] From what little history the first men brought with them to Miras it is believed that The Knights of The Dawn Covenant were brought to the continent by its founder Korimund Ektruin. Originally they were the private army of Ektruin who was the high priest of the pantheon of the old gods. Their original purpose was to serve as a defense against heresy towards the old gods but after The War of The First Era the organization underwent a drastic change in ideology. The head of The Order, Wymund Ildengard, was secretly a follower of a new cult known as The Dawn Covenant. From his place of power Ildengard began to subtly convert The Order to the teachings of The Dawn Covenant. Ildengard was successful and his efforts proved to save The Order as not long after the Kingdom of Farendar itself converted to The Covenant. With a new religion came a new code and a new purpose. The Order began to pull away from heretic persecution and more towards the protection of man. The Order established itself as a policing force across eastern Miras with the ideals of charity and justice. The continent of Miras is home to a vast variety of creature, most of which are dangerous to men and mer alike. Not only are monsters a threat but practioners of the arcane arts as well, some who delve too deep into magic can become twisted by such power and so The Order patrols the continent in defense against abominations both man, mer, and beast. [/hider] [hider=The Nations] [h2][u]The Kingdom of Farendar[/u][/h2] [center][img]http://th02.deviantart.net/fs71/PRE/i/2013/283/9/a/medieval_town_by_shutupandwhisper-d6q07yv.jpg[/img][/center] [center][i]The Kingdom of Man[/i][/center] [hr] [list] [*]Housing- If not in cities made of stone the people of Farendar reside in villages of wood, stone, and straw. [*]Education- Unless one is born into nobility they will have little to no education. However this does not mean they are useless as all are able to pursue a craft after serving an apprenticeship for a certain amount of years. [*]Military- Extremely cavalry oriented as anywhere outside the hinterlands is plainsland. During war, all men over eighteen are conscripted into service, women may volunteer for service but a female draft is only in the most drastic of times. [*]Society- A strong and hardy people, the realm of man is home to a race of adaptable and adventurous people. Legends of heroes from the homeland and stories of treasure long lost are told in every tavern from North Guard to the Stormy Isles. However their greatest shortcoming is their distrust of nonhumans as they are made to be second class citizens. Unfortunately tis not the work of the monarchy but the individual citizen. [*]Politics- Feudalism, King Gregor and Queen Tamara rule over all of eastern Miras. Of course with such power comes difficulty in ruling over it all and with that in mind the Kingdom of Farendar was split up into multiple regions overseen by lords and ladies or noble bloodline. [*]Religion- The official religion of Farendar is The Covenant but there are those who keep tradition in their belief of the old gods. The Dawn Covenant teaches the belief that there was a collection of gods who forged our world at the cost of their power. They were cut off from their creation and forced into a deep slumber to regain their strength. Altaia, The Goddess of Compassion and Life, was responsible for the forging of the material world and is viewed as the mother of all creation. Cadeniere, The God of Justice and Order, responsible for bestowing the gift of morality and society upon the races. Lastly is Stiya, The Goddess of Wisdom and Magic. [/list] [h2][u]The Realm of Talmaria[/u][/h2] [center][img]https://s.yimg.com/lo/api/res/1.2/3HmUdr8YsXCbQNIfev8BEw--/YXBwaWQ9eWlzZWFyY2g7Zmk9Zml0O2dlPTAwNjYwMDtncz0wMEEzMDA7aD00MDA7dz01MDE-/http://www.thieljoe.com/3dmodels/elven_kingdom_04_s.jpg.cf.jpg[/img][/center] [center][i]The Domain of the Wood Elves[/i][/center] [hr] [list] [*]Housing- Talmer lifestyle varies by region, some dwell in cities of gleaming stone and others in villages within the trees. Each area is different depending on the traditions and culture of the native people. [*]Education- Upon reaching adolescence, all Talmer are travel to what is called The Inurialis. The Inurialis is the size of a city and there the youth of the Talmer people truly discover their place in this world. Their trade, personality, ideals, everything that makes an individual is developed here. One can leave at anytime either if they feel complete or reject this concept. [*]Military- One would find it extremely difficult to fire a bow through the thick forests of western Miras. For the Talmer, it is as simple as walking. Generations of honing this skill have made the Talmer the most feared archers on the continent with no equal. For melee combat the Talmer military employs either dual wielding skirmishers or spear and shieldmen. The most elite of these skirmishers are the Wrenvelin, The Wind Hunters, soldiers trained in guerilla warfare so intense and brutal they last mere moments as the Wrenvelin rush through the encampment killing as many soldiers as they can before disappearing back into the wilds. [*]Society- The societies of each city state varies but most follow the ideology that all are equal and all are entitled to live in prosperity so long as they work for it. It could be said that the Talmer have created a utopian society but such a thing is impossible. There are those who go against these teachings and so there is conflict much like any other kingdom. [*]Politics- The Kingdom of Talmaria has changed drastically throughout the years. Where once it was a unified kingdom it now is a collective of different city states each with its own ruling body. An appointed speaker for each city is elected and they are sent to The Relastmina din Unadine, The Council of Chosen, and from there they delegate over matters concerning the realm of Talmaria. [*]Religion- The Talmer have no gods, to them they were originally divine beings, betrayed by one of their own and bound in their mortal forms. However where one may become bitter upon hearing this revelation, the Talmer have taken on this identity as divine beings. Talmer culture teaches respect for the land and the duty to protect it from those that would seek to harm it. All life is sacred to the Talmer and so war is not something they use as a first response. [/list] [h2][u]The Nalrokar Empire[/u][/h2] [hr] [center][img]https://s.yimg.com/lo/api/res/1.2/OZaOd.c13zm7RfQ0vlCpFg--/YXBwaWQ9eWlzZWFyY2g7Zmk9Zml0O2dlPTAwNjYwMDtncz0wMEEzMDA7aD00MDA7dz01Mjk-/http://darkjade68.files.wordpress.com/2011/10/hidden-kingdom1.jpg.cf.jpg[/img][/center] [center][i]The Realm of the Dark Elves[/i][/center] [list] [*]Housing- There are over a hundred islands that make up the archipelago of The Nalrokar Islands. Some are beautifully wild while other are hostile barren wastelands. In either setting the Renmer have inhabited and flourished. Taking only what they need and caring for their lands as Shi'an once taught. As for foreign lands, the Renmer behave move as scavengers taking any and everything they can use. Back in the islands most Renmer live in cities on the larger islands while those on smaller onew forge small villages. [*]Education- All Renmer are taught from youth to fight, what they choose as their profession is up to them as there is no official education system. Every Renmer is free to choose their own path and their success is limited only by their ambition. [*]Military- While the Nalrokar Empire boasts an impressive navy it's prized fighting force are The Ashland Raiders. Renmer trained on the island of Dro'ekt, these initiates are put to live on an island with soil so infertile it appears as ash. There they practice conjuration and blood magic extensively in order to survive. A hundred are sent to the island and only fifty are allowed to live. Those who do are then trained in the various fighting styles from Renmer history. [*]Society- Above all things the Renmer value strength in combat. Children are taught from a young age how to fight and most disputes are settled with what is called "Sor Zeyd'an", a duel which ends only when one of the participants have shed enough blood. However there is more to the Renmer than war; family, intelligence, loyalty, justice, duty, all qualities of a people whose entire civilization relies on community. [*]Politics- Upon the disappearance of the goddess Shi'an, a new leader was needed. The dark elves wished to honor their goddess by giving up one of their own to be her voice to the mortal world. This representative is known as the Shi'zara, the Council of Oracle's would convene to determine the next Shi'zara upon the prior's death. Once discovered the new Shi'zara is taken to the capital city of Kel'Torakt where her preparation begins. Once complete her holiness takes up the mantel as sole ruler of The Nalrokar Empire. [*]Religion- The Goddess of War and Death, Shi'an is worshipped as the divine queen of the Renmer. After their separation from the first Talmer kingdom, the Renmer at first wandered the mainland in search of a home. Legends say Shi'an ventured from her home on the islands of Nalrokar to aid the nomad elves. She guided them to her home and there have them shelter and a land of their own. She taught the Renmer how to protect themselves with blade, bow, and necromancy. In return for all this, Shi'an asked for only one thing, that she be able to recreate the Renmer in her own image. Originally the Renmer looked much like their Talmer cousins, a bond the Renmer felt they no longer shared. The Elves accepted and so Shi'an reimagined them as what they are today, the dark elves of the Nalrokar Islands. [/list] [h2][u]The Free City of Uldgorin[/u][/h2] [center][img]https://s.yimg.com/lo/api/res/1.2/IaFzKDKY4vD2xAC3iWfoqA--/YXBwaWQ9eWlzZWFyY2g7Zmk9Zml0O2dlPTAwNjYwMDtncz0wMEEzMDA7aD0zNzM7dz02Mzk-/http://cdn-images.9cloud.us/6/the_underground_city_vesgorat_by_no_644433376.640x0.jpg.cf.jpg[/img][/center] [center][i]The Last Hope for The Dwarves[/i][/center] [hr] [list] [*]Housing- Uldgorin is the last city of the dwarves, beneath the northern mountains the last dwarves live in a massive labyrinth of chambers and passageways. [*]Education- The Uldmer have multiple archives in Uldgorin dedicated to learning a skill or profession. The Great Library of Thelnarkhan holds all dwarven knowledge after The Collapse and all are allowed to access this vault of wisdom. [*]Military- Dwarven warfare is known across Miras for its aid in turning the tide of The Second Era War. The dwarven army is known for its use of enchantment on armors to give their armies an edge in battle. One famous tactic is The Thundering Horde which ws used at the Battle of Keldur. Two thousand dwarven soldiers charged the Renmer army, their armor enchanted to increase their speed as they charged forward as a single massive shield wall screaming the entire time. Ever since the the dwarves have found business as mercenaries for their skill in defensive strategy and offensive prowess. [*]Society- It is unknown how it happened but after the splitting of the elven races the dwarves' vast underground network of cities collapsed. Today there are only scattered ruins of cities long dead. Uldgorin is the last surviving city of the collapse and with it is the last remnant of Dwarven civilization. As a result the dwarves have centered their society around the preservation and advancement of their race. Exhibitions into the ruins are frequent as many search for any information on their people's history and every craft is now a living piece of history. [*]Politics- A council chosen by the people is elected, each member a leader of a certain aspect of dwarven civilization. This council ensures that the Uldmer are as efficient civilization as possible. What is interesting about the council is that it's members do not serve life terms but instead a single term of five years. [*]Religion- Probably the most archaic of beliefs belong to the Uldmer. The dwarves believe in no gods like the Talmer but unlike their surface cousins the Uldmer believe all life originates from the earth. In the beginning all life was a single form which manifested itself into the various races. When a dwarf dies they believe their consciousness returns to the earth and so because of this the dwarves live underground so as to be closer to those who've passed on. [/list] [/hider] [hider=Magic] The Arcane Arts are an ancient form of harnessing the ethereal energy in the world. While all races are capable of utilizing magic the ability is not as commonly found in humans compared to the other races of Miras. The use of magic requires magicka reserves within the caster. If a mage exhaustes their reserves they run the risk of seriously injuring themselves either by their spells backfiring or by unintentionally converting their life energy into magicka which can kill them if overused. Magic has been categorized by the Council of Enchanters into five groups which are... [hider=Elementalism][b]Elementalism[/b]-The manipulation of the raw power of the natural elements. Elementalists can learn all forms of this school of magic but at a cost. Most who do this while having an understanding of all aspects sacrifice effectiveness. Meanwhile those who focus on a specific aspect of Elementalism gain a greater understanding of that element. [u][b]Branches of Elementalism[/b][/u] [list] [*]Pyromancy-The manipulation of fire. [*]Cryomancy-The manipulation of ice and water. [*]Electromancy-The manipulation of electricity. [*]Geomancy-The manipulation of earth. [/list] [/hider] [hider=Necromancy][b]Necromancy[/b]-The manipulation of the corporeal as well as the spiritual. This school of magic is probably one of the most dangerous as it involves resurrecting the dead and summoning spirits, both of which can have unexpected outcomes if not don't correctly and with proper protection. While resurrection spells to summon undead thralls can be summoned with a simple cast, the long term resurrection spells require intense ritual performances and sometimes the use of blood magic. [u][b]Branches of Necromancy[/b][/u] [list] [*]Blood Magic-A forbidden branch of necromancy. Blood magic requires the caster or a sacrifice to shed blood in order to perform special spells and rituals that provide powers from what is known as "The Void". The ethereal energy there is concentrated, pure, and much more powerful then the ethereal energy found on Miras. However there is a danger as practice of Blood Magic can make one susceptible to demonic possession. [*]Conjuration-Probably the second most dangerous branch of Necromancy. Conjuration involves summoning spirits and sometimes demons to aid in battle or barter with for rare items. This is especially dangerous with demons as they most often take possession of the those foolish enough to strike a deal with them. Spirits are more complex and volatile as many are benevolent beings whose soul purpose is to aid mortals. However some can be corrupted by the dark nature of the physical world. This corruption can transform them into demons if they are not properly bound to the caster and even then one must be careful not to pervert the spirits nature. [/list][/hider] [hider=Restoration][b]Restoration[/b]-This School of Magic is, of course, mostly used by healers. Restoration uses healing auras to mend flesh and heal injuries. This school of magic is unique as a caster can utilize amplification circles to increase the effectiveness of the spell. This amp circle can have multiple healers taking part in it, adding further and further to the spells effectiveness and healing speed. However this does not mean an individual can survive any injury. Mortal wounds that would kill someone barely are seen to be healed and those who die cannot be brought back through restoration but through necromamcy and even then it is not truely the mind of the deceased.[/hider] [hider=Illusion][b]Illusion[/b]-The most cryptic of the schools of magic illusion magic allows the caster to create decoys of themselves or whatever object they wish to duplicate. They can also cause enemies to become confused, angry, fearful, and turn them on eachother. The illusion school is favored by thieves and assassins as enough practice can result in the ability to become invisible for a time.[/hider] [/hider] [u][b]Character:[/b][/u] Name: Appearance: Age(20 and up): Gender: Race(Human, Wood Elf, Dark Elf, Dwarf): Rank:(No rank higher than Knight-Lieutenant): Personality: Bio: Weapons(Primary, Secondary, Tertiary): Magic: Other: Post Example: Theme Song(optional): [hider=Rules] 1. No god modding or overpowered characters. 2. Posts must be longer than two paragraphs. 3. No fighting in the OOC. 4. Post your CS to the OOC, once accepted I will put it in the characters tab. 5. If you have an idea for the RP message me or the COGM, we will consider it. 6. No post spamming 7. Dont be a dick [/hider]