[hider=Nation Sheet][center][h2]Vallenguin, the Land of Mist[/h2][/center] [h3]Government[/h3] Vallenguin is ruled by the Grand Council, consisting of the 10 great Houses. Each sends a representative (commonly the matriarch or patriarch of the family) to each council session. The Grand Council is generally only summoned once a year to decide on the greater course of Vallenguin. Power within the council depends on the prowess said family showed in the Magus Games of that year. Lower administrative duties depend on the ruling House. The Patriarch or Matriarch position is hereditary, running from holder of the title to the eldest child. In dire times, a supreme ruler is chosen. While the position holds no actual title, it is commonly referred to as the 'Greater King'-position. In the whole history of Vallenguin, that position has only been filled once and it cannot be carried across bloodlines. Once the Greater King dies, a new is chosen should the need arise. [h3]Geography[/h3] Stuck in the armpit of the Holy Sphere, the land of Vallenguin is well hidden away. To the north you’ll mostly find sandy shores, with on the other side of the canal the Huayuan’s land. To the eastern shores the sandy shores continue. The Western shores become much more cliff-like, until the very western tip, where the cliffs reach their highest point. Then following the southern coast, the cliffs shrink again, about 3/4th of the shore. Then they make place for the white beaches. The landing place of the First Exiles. So here, in the South-West of Vallenguin lays Hudrin, the capital city. Towards the East, in the mainland you’ll mostly find forests and plains. Nearing the West-Eastern cliffs, you’ll find Wraequin, the Weathered City. These two are connected with a road, but that’s the only road on Vallenguin. Many slaves toil away in the feels between these two cities. [h3]Culture[/h3] [b]Hidden Land[/b] Vallenguin was created by Exiles who, by chance, gathered on a small island just outside of the Heavenly Sphere of Huayuan. Through painful diplomacy the Exiles could maintain their independence but act as a proxy for the Huayuan. To maintain that ability, Vallenguin does everything in its power to remain hidden from the vast nations. Instead they try to spread false rumors and myths surrounding them. The most common rumor is that of the Pirate Haven. As Vallenguin’s acts of piracy grew more numerous, and they vanished so quickly through the fog back towards the East, many rumors say that somewhere in that sea is a small island that is a true Pirate Haven. More educated people will have heard rumors of a so called Freehold City State, a place for artistic and magical talent. A true Utopia. [b]Lesser & Greater Houses[/b] Born from the ancient Exiles, the Lesser and Greater Houses form the framework for Vallenguin. Greater Houses generally rule over cities directly and allow their subordinate Lesser Houses to manage the smaller villages and so on. Higher Houses often give their children important positions like High Admiral of the Dreadfleet. While Lesser Houses fill the ranks of Seafangs. While Lesser Houses must answer to their liege, they generally still exercise a lot of power over so-called freemen, people who are not slaves but not affiliated with any House either. [b]Blood Purity & Magical Affinity[/b] Obsessed with magic and the power it brings, the earliest Exiles that landed at Vallenguin began to map their ancestry back to the Primordials. When the Exiles formed their houses, blood became an important factor, as it is one of the three known factors for magical aptitude. When Houses marry, skill, talent and prestige are important, but so is the purity of the Houses. Many lesser houses are generally lesser in blood purity, while the Greater Houses will do everything to breed stronger and purer mages. This makes marrying upwards rather tricky. Only to be done through skill, talent and prestige can it be achieved. However, there will always outsiders that are purer, more talented or gathered more skill. Even though Vallenguin wants to maintain its mystical, hidden nature, it desire for power outweighs it. Individuals, especially in the west, can be invited to be adopted into one of the Houses. Though such invites must first be explained before the Grand Council, so that no needless amounts of them are send out and Vallenguin remains hidden. [b]The Trials[/b] As said before, each House’s power within the council comes from their power in magic. This power is gauged yearly during the Trials. The Trials are a week long time of challenges. On the first day or two, heirs of Lesser Houses are pitted against each other in an attempt to win favor with their Greater House, as well as to settle rivalries. These battles are not just to decide who is stronger. They are an attempt to secure important posts like captain for a Waverider or even Dreadship. After that come the heirs of the Greater Houses, facing off against each other. This is the first part where that year’s power of that Greater House is decided. Not every Trial demands the heirs to face off directly. The Trials of the Stars, for example, drop off each heir on a small boat on the sea. Using the stars and their own knowledge they must reach Vallenguin again. On the final days the entire generations of the Greater Houses and their subordinate Lesser Houses join together in an all-out battle. There are magical wards in place to make sure nobody is killed, but this gauges the power of each Greater House the most. Two weeks after the Trials, the Grand Council gathers. [b]The Academy of Exiles[/b] There are few institutions in Vallenguin, considering the nation itself is so young it didn’t even exist during the Era of Legends. Never the less, one institute was born when the very first Exiles set foot on the land. The Academy of Exiles began as a place where knowledge was shared among the Exiles that arrived. Scrolls and books were voluntarily given up, in return for access. When the Houses were established, a conscious choice was taken to gift governance over it to one House. In return, the House would never be named Greater or Lesser. It would have no chair at the Grand Council, but it wouldn’t be a subordinate either. When marrying, the other person would join the House, no matter the prestige or gender. So nobody could marry him/herself out of the many demands of the position. In the end House Ulstur took up the task of Keepers. These days, that one small hut gathering all those scrolls and books became the Arcania, the largest Academy on Vallenguin. A myriad of diciplines are taught to children for all Houses, Greater and Lesser. True to their vow, House Ulstur has never tried to exert any semblance of power. Instead, they alone have send the most envoys in pursuit of knowledge. In fact, the name Ulstur is the only name that some rumors outside Vallenguin share. Their sages, dressed in mothed, grey robes and carrying gnarled wooden staves, can sometimes be seen accompanying the strange, rich dressed independent merchants. But the Ulstur Sages carry gold, enough to buy the books and scrolls they must have. [b]Arreantis, the Reclaimed Primordial of the Southern Sea[/b] Arreantis was once a Primordial that had exiled herself into the Southern Sea, far from the surface world. Instead she lived beneath the waves, with the fishes and other creatures of the sea. She was a stern but fair Primordial, often warding off storms to those who prayed for her. Yet she send waves and storm for those that exploited the sea and took the calm waters for granted. She was a rarely worshipped, and when she died all knowledge of her swiftly vanished from the surface world. Until Leviathan was awoken. The ancient being, after years, told the Choir about his maker: Arreantis. The Primordial of the Southern Sea. With this one tale, the True-Seers began their dives again, searching for anything on the bottom of the sea that could point to the ancient, forgotten Primordial. These days she has the largest Temple in Hudrin, the Capital. Her worship is wide-spread amongst Vallenguin. Both the Pirates and Merchants pray to her, one in public by sometimes even sacrificing captors to her, the others pray in secret. Each hoping that her god-like power that they believe remains amongst the people will bless them and their voyage on sea. [b]Pirates and Merchants[/b] To the outside world, Vallenguin does not exist. Instead they see two facets of it. The first are the Merchants. Travelers and traders that bring goods from Huayuan. They will maintain that they are independent traders, not affiliated with any nation. As strange as that might sound, they will continue this claim. Most Merchants do truly go out to trade with the outside world, forming a bridge between Huayuan and the other nations. Of course they heed the demands of the Huayuan. However some have other primary interests. Many Truth-Seekers and House Ulstur sages travel amongst the Merchants, disguised. The Pirates are another part, completely separated from the Merchants. There are strict rules to maintain the unaffiliated status. No noble that was once a Merchant can ever become a Pirate. Nor vise versa. These pirates operate on the Southern Sea. They raid merchants, patrols and fishermen alike. The Pirates often vanish in mist and towards Huayuan, using the massive country as a passive shield against anyone who would give chase. At Hudrin they dock and trade the stolen goods with Merchants who then transport it towards Huayuan’s Southern Peninsula. Both these factions are part of Vallenguin’s official forces. [h3]Military[/h3] There are not enough people on the island (including the slaves) to fend off any nation's invasion. In fact, if Huāyuán wanted, they could just reconquer Vallenguin again. What separates them from others are the pursuit for magical talent and ability. Mages are bred in the houses and their expertise is applied everywhere possible in an attempt to nurture even more skill. On land, Vallenguin's individual career soldiers are fair. Though very low in numbers. On the sea, however, they become a real hidden menace. In terms of size, the fleet is small but compared to the other nations, it's not too bad. However, it is each ships quality that brings the treat. While slaves row away in the lower decks, career soldiers man the upper decks, ready to fire magic, arrows or to board an enemy ship and ruthlessly and indiscriminately slaughter everyone onboard. Only to vanish in a thick fog. [hider=Navy Ships] [center][img]http://art-of-fantasy.org/images/gallery/20090905093103.jpg[/img][/center] [center][b]Waveriders[/b][/center]Every fleet needs its smaller ships. The Waveriders are small raider ships that harass small fishermen boats or regional merchants. Generally armed with only one ballistae, a Waverider on his own can easily be scared off with only one decent ship. However, they have a nickname: “Storm heralds”. For when a Waverider is spotted, a Dreadship might be near. Waveriders, unlike their larger cousins do not carry a magical mist around. Instead they mostly rely on their speed and agility. Waveriders are also commonly used to recon parts of a coast and even explore beyond well known seas, as it is technically deep sea worthy. Though most captains prefer not to stray too far from known shores.[hr][center][img]https://i.pinimg.com/originals/69/63/e0/6963e0e5b535864b8c82b576320a0fe0.jpg[/img][/center] [indent][center][i]"From the fog they came. Dark ships with dark sails, carrying dark hearts. We barely saw them before the water turned against us. Before the indifferent sea churned against us. Before we could grab our spears the wood beneath us splintered. Boys, mere boys, were thrown around like dolls. The sea swallowed everyone. Veteran and newling alike. Why I was spared, I do not know. The only things I saw were black shades hauling our crates off. Then the black ships, with black sails carrying black hearts vanished again in that wretched fog."[/i] - Sole survivor of a Dreadship attack[/center][/indent] [center][b]Dreadship[/b][/center]The spine of the fleet, Dreadships are the bane of any sailor worth his salt. Dreadships are built to hit hard and hit fast, only to vanish again in the thick, magical fog conjured by their onboard mages. Some legends say that Dreadships somehow manage to sabotage their targets underwater before they attack. This is untrue, however they can deliver a terrible amount of damage through broadside mounted ballistae. On the side there are a few spots where boarding planks can be lowered, effectively hooking the ships together with them.[hr][img]https://pre00.deviantart.net/03b5/th/pre/f/2007/037/b/a/battle_ship_by_radojavor.jpg[/img][indent][center][i]"Nothing is quite as fearsome as seeing that black iron, jagged edged harpoon. We were no longer masters of this sea. Were were prey. And the hunters had caught us. The wind blew wrong and the current should have taken use the other way. But when our sails, those chains clattered and rang, like bells heralding our doom. What else could I have done but jump ship? But I do not count myself among the lucky. I have to live with that now. And tonight, when I'm with both my legs on solid ground, I'll still hear the rining of those chains."[/i] - Dreadnaught Survivor[/center][/indent] [center][b]Dreadnaught[/b][/center]A larger, more menacing version of the Dreadship. A Dreadnaught often leads a small fleet of Dreadships for a true raid of the coastline. When that happens, neither fishermen nor merchant is safe. Dreadnaughts prefered tactic is to ram, while also chaining an enemy ship to them through the front ballistae. Dreadnaughts are very few in number but each and every single one of them are dangerous in their own unique ways. As generally the Captains are also Admirals of a small part of the Dread Fleet. Each Admiral, depending on from which House he/she is, modifies the Dreadnaughts in their own ways. Meaning that no Dreadnaught is truly the same. Burning wreckages are often a tell tale sign of a Dreadnaught attack.[hr][img]https://vignette.wikia.nocookie.net/warhammerfb/images/6/6a/Black_Ark_Total_War_Warhammer_2.png/revision/latest/scale-to-width-down/1000?cb=20171019220352[/img][indent][center][i]"Don't ask me. I beg you don't ask me about it. I've fled my entire life from it. I swore, after 20 years, I swore I'd never board a ship again. The seas are not safe. Go away. Go away!"[/i] - Stormsleeper victim[/center][/indent] [center][b]Stormsleeper[/b][/center]Does it bring the storm? Or does the storm follow the ship? Is there even a storm? Or is it all a myth? Questions surround Stormsleeper. The vague, infamous ship is a presence on the sea that few ships can match. It instills a fear in even the most seasoned of shippers. Very much a floating city, Stormsleeper is the crown jewel of the Dreadfleet of Vallenguin and only captained by the most accomplished of the Houses. The Captain of the Stormsleeper is one of the few issues voted on in the Grand Council. But with reason, for when Stormsleeper awakens from its slumber, it does not raid. It does not wage war. It destroys at best, and brings the void at worst. Fear the storm.[/hider] [hider=Troops] [center][img]https://i.imgur.com/x1LVAe6.jpg[/img] [b]Decksnakes[/b][/center]Decksnakes are vicious fighters. They wear leather armor and sleek swords to remain agile and fast on the decks they invade. Decksnakes make up the bulk of the corsair forces, commonly manning Waveriders, these swift and dangerous people are often pulled from lesser (or even bastard) sons and daughters of the nobility. While decksnakes are not really looked down upon (because they do fulfill a public service) there is little chance that they will ever grow beyond anything. However, professional decksnakes can amass great wealth and prestige, becoming lesser nobles when they retire and thus safeguarding a better future for their children. Decksnakes go through a lesser trail period on some short route sailing Waveriders to give them their sea legs, as well as to train them in naval warfare. After that they are stationed on further expedition and often experience their first boarding. Decksnakes are told that viciousness and merciless action is required to survive, thus reinforcing the teachings of brutality. They wield sleek swords and throwing knives. Some Decksnakes take to coating their blades in poison as well, shortening fights considerably. However, Decksnakes stand little no chance against trained soldiers and career marines dressed in chainmail and plate.[hr] [center][img]https://i.imgur.com/L8YGYBC.jpg[/img] [b]Seafang Marines[/b][/center]Pulled from the more respectable ranks than Decksnakes, Seafang Marines make up the bulk of the troops onboard a Dreadship (or any ship bigger). They are trained with both the bow and sword and wear lightened armor which can be easily dropped should the Marine fall in the water. All Seafangs go through harsher training on land first. Often swimming in cold, night time waters after which they are forced to shoot their bow till dawn. Some lesser families have called out the practices as torturous on their sons, however the results speak for themselves. Seafangs can stand their ground against seasoned Marines and sailors and often come out victorious.[hr][center][img]https://i.pinimg.com/736x/71/a2/4b/71a24b501e17e90d8363f791c40260b5--character-ideas-character-inspiration.jpg[/img] [b]Mist & Storm Mages[/b][/center]Mist Mages made Vallenguin possible. Was it fate or was it luck that one of the first Exiles had mastered Mist magic? It does not matter. Mist Mages have an important role on both the land and on most ships. They are masters of water and illusion magic. Their mastery allows them to hide the island for all that do not know how to search for it. They maintain the Fogstones, beautifully crafted monoliths surrounding the island’s shore. Who amplify the thick fog and the myriad of illusionary threats. Illusions bounce off the mirrored water, making things look smaller, or bigger than they really are. On boats they form Covebands, groups that stick together to cast their magic. They hold the thick mist together around ships and even fleets, while casting imagined threats against the enemy. Victims of Mist Mages often believe they saw strange phantasm lights in the distance, or heard a woman sing. Each ill omens on a very calm, very dark sea. Thus brining fear in the hearts of soon-to-be victims. Particularly gifted Mist Mage Covebands ascend to Storm Mages together, after many years on sea. Storm Mage Covebands are even more dangerous than Mist Mages. Some say they can carry storms with them. This is not entirely true, instead they work long and hard before a battle to create weather conditions that are favourable for a storm, and then try to bend the harsh winds and lightning to strike their enemies. Yet the talent and skill required make a Storm Mage Coveband a rare thing indeed. [hr][center][img]https://orig00.deviantart.net/314e/f/2016/118/0/3/water_knight_by_jasontn-da0kvm3.jpg[/img] [b]Arreantian Knights[/b][/center]The Arreantian Knights are all part of House Egerin, part of the Second Exiles. Their affinity to the sea and water knew no bound and they were one of the first to start diving in the Southern Sea. There the people of the old, venerable house are said to have found the Fountain of Arreantis, underwater. Details of this site are vague as none of the Knights speak of it. What is know is that people of House Egerin, when they wish to, dive down to that place and become Arreantian Knights. Arreantian Knights are something different all together. They aren’t trying to control the sea and water, they very much seem to be it. As waves they can clash upon ships and coasts. Their connection to the creatures of the sea is closer than their connection to humans sometimes and most dangerously of all, they can jet out of the water high enough to land upon most ships’ deck. Arreantian Knights are rarely seen beyond the Southern Sea and Vallenguin. Outside Vallenguin and the Holy Sphere, there is nigh no knowledge of them. Not even in sailors’ stories.[/hider] [hider=Others] [center][img]https://i.pinimg.com/originals/1b/67/88/1b67881eb65cb4c50111a3d01d7f67a1.jpg[/img] [b]World Hauler[/b][/center]The world is a vast place. One of many dangers as well. But also many riches. Merchants that dare to go beyond the known coasts are rewarded with exotic goods. With this in mind, the first World Hauler was created. A vast ship that can carries both the food required and also the goods to sell in strange lands. The massive ship also allows many more people to come along with the trip, and that is what makes the World Hauler special. See, normally only a handful of merchants could sail along to barter their goods. Now other kinds of people can be carried. Strange pilgrims and grey sages. The Vallenguin World Hauler will deliver more than goods to the far reaches. It serves as a mobile base for more delicate forces. But that also means no World Hauler ever arrives in a port of no importance.[hr][center][img]https://i.pinimg.com/736x/45/f5/17/45f51744d4e041a0a791c713b50e8465--digital-portrait-dark-fantasy.jpg[/img] [b]Truth-Seeker[/b][/center]Vallenguin’s thirst for power will never seize to be. In fact, since the First Exiles, Vallenguin has searched endlessly for more power, more knowledge to use. It became such an important task that a special group was founded for it. The Truth-Seekers. People from both Lesser and Greater Houses can apply to become a Truth-Seeker. But not many truly make it. Truth-Seekers have one unifying trait: unstoppable curiosity. In early times they wandered the island of Vallenguin and even the small ports on the Heavenly Sphere’s Southern peninsula, in search for more knowledge, more names, more power. They were the divers that found Leviathan too. Truth-Seekers these days have an even more difficult task. They travel to foreign countries under the guise of pilgrims and merchants, trying to find more answers while at the same time not betraying the existence of Vallenguin. Truth-Finders specialize more in Illusions, masking their presence and allowing them to move through the shadows should it be needed. They carry a dagger to defend themselves should it be needed, but they are barely trained and prefer to not get involved in any direct combat. [/hider] [h3]Heroes[/h3] [hider=Admiral Syvella of House Quinjin] [img]https://img00.deviantart.net/b01a/i/2016/077/a/7/mtg_elusive_tormentor_promo_by_depingo-d9vjyv4.jpg[/img] [center][i]"Sea Wraith, Pirate Queen, Stormbearer"[/i][/center] Captain Syvella. Both beautiful and dangerous. There is an eerie call to her, and many heirs of other houses have asked for her hand. But Syvella is bound to the sea. She became a Mist Mage in her youth, when she aided her sage father with maintaining the Fogstones in their cliff-filled land. From there she heard the elusive call of the sea. On the ships she went above and beyond her duties. Her and her Coveband began to tear apart hulls and pulled sharks from the depths to feat on the fallen sailors. When her Captain died during a boarding it was Syvella that took command. The Dreadship she served on became infamous for a short time, sailing beyond conventional hunting grounds and loading up on treasure. When she returned, she was offered the post of Captain permanently. Now, many years later and for 10 years in a row she has been voted as Captain of Stormsleeper and High Admiral of the West. Basically giving her command over the entire fleet should she so desire. Captain Syvella is mostly feared through her magic. Some say she is blessed by the unknown God of the Deep. Others say she made a deal with some water demon. Some rumors would even dare say she was taught by a Primordial Dragon. Of course nobody would dare ask. What is true is that she is powerful on the sea. Captain Syvella wears the Sea Drake Crown, a Primordial Artifact greatly enhancing her Water magic. It was this object that allowed her to rise above her fellow Storm Mages. Outside of Vallenguin’s land, Admiral Syvella is little more than a legend, a frightening tale told by sailors. She has many names. Sea Wraith is a favorite amongst lesser educated sailors, believing she is a wraith of a once beautiful maiden who was killed at sea by frightened sailors. Thinking she would bring doom is she remained aboard. The myth says that a being from the Deep took her and granted her power to avenge herself. Since then, she has roamed the West-Northern sea searching for unfortunate ships. More educated and skeptical people more commonly refer to her as the Pirate Queen, if they believe she exists. [/hider] [hider=Leviathan] [center][img]https://vignette.wikia.nocookie.net/disney/images/2/22/Leviathan.jpg/revision/latest/scale-to-width-down/363?cb=20130521134752[/img][/center] Leviathan. The very name brings ill omens. In the myths, he has many shapes. That of giant squid is rumor’s favorite. Though it has been described as an island for Sirens as well. The truth is that it’s a golem of some kind. A construct created during the Age of Legends. It sank in that time as well. The Mist Mages that found the thing on the bottom of the sea, away from Vallenguin’s shores, believed that it was rather deactivated than destroyed. It took years after its discovery to learn almost anything about the object. Ancient runes engraved upon it’s large back appeared to have been mostly ceremonial, as well as almost unreadable. However, a breakthrough was made when its name was discovered: Leviathan. After long years of begging the Greater Houses to allow for blood experiments, the Leviathan finally hummed with a bit of life. It is believed then that the Leviathan was sleeping, and that small samples of Primordial blood allowed it to rise up, carefully from that deep sleep. More blood was offered. In fact the blood experiments lasted for a full year before the Leviathan awoke. It went on a rampage and a few divers died when it shot off into the darkness, not to be seen again for another year. But when it returned, it appeared before the sandy shores of South-Vallenguin. Docile. Mages who had donated their blood said they could hear a whale-like song echoing through the night when it first appeared. Eventually those mages explained that the creature is longing for a home to defend. A place to guard over. When the Greater Houses told said mages that it could have a home in Vallenguin, if it indeed would defend the land. How exactly those mages knew how to sing what is still not known. But they sang in an eerie tune that made even the most seasoned Mist Mages shudder in their bones. With not a word comprehensible, they did tell the Leviathan that it had found a home. It vanished below the waves again, the many lines on its back glowing a deep blue. Since then it has acted a guardian of Vallenguin’s shores. Crushing ships and dragging the men below the sea into a watery grave. It only communicates through the Leviathan Choir, compromised of the descendants of the mages that first donated their blood. The Leviathan is rarely spoken too, as he has never made a mistake in sinking the wrong ship yet. But when it must be addressed, it must happen through the Leviathan Choir.[/hider] [hider=Lord Ittain of House Ulstur] [center][img]https://artfiles.alphacoders.com/893/89393.jpg[/img][/center] Greatest of the Truth-Seekers and House Ulstur's grey sages. Lord Ittain possesses a tainted kind of knowledge. He's half-mad and blind. Yet that doesn't stop him from scribbling along. Luckily he speaks clearly enough. Even though he's blind, one can often find him reading, somehow. To him, ink on paper is visible with a much deeper meaning. He claims he can see the essence of the message. The emotion it was written with. Revealing more about the text that any normal antiquarian could. Some have doubted his blindness but he very much is blind. As he often falls over things or must ask a nearby person to help him walk back to his office. If he sees anything beyond the letters and essence written down, he sees through the eyes of his familiar. A strange bird. It looks like an eagle but with snow white feathers and wonderful blue tips on them. Lord Ittain was the youngest son of House Ulstur. Therefor destined to lead a life confined to the Exiled Academy. It was by his luck that he could visit the Leviathan Choir often. Discussing their knowledge of Arreantis and the Leviathan. He could also speak to several Arreantis Knights. Desiring more answers about her, Ittain implored his father to join the underwater expidtions. It was allowed. However, upon his search underwater he once wandered. He found a small quill tip. Upon touching it, a bright flash exploded from the tip. It was so bright that the others of House Ulstur saw it from the surface. A bit later they found a screaming and panicing Ittain, blind and mumbling. At first he remained in his chambers, sealed off from the world. But when his father died, he came out of it, babbling about scrolls and books. Frantically rushing around the library gathering books and scrolls. At first his brothers and cousins believed he had truly gone mad. But that's not what happened. What happened was the discovery of a link between hundred of Primordial legends. Over the course of years, Ittain continued to piece together information, or write in a strange scripture. Believed to be half-mad and half-genius. He is a source of great amounts of information. Aside from his occassional strokes of genius, there is also a strangely high quantity of Promordial blood in him. While not unseen in any other humans, it certaintly breaks with the Bloodline documents and early reports on his Promordial blood levels.[/hider] [hider=Lady Isabelle of House Verridan] [center][img]https://i.pinimg.com/originals/34/ff/34/34ff341e91a4a9fe030b4f4728fc1a73.jpg[/img][/center] Few as beautiful as Lady Isabelle chose the harsh life of the sea. Many ladies at court prefer to stay on land, or let their ships not wander off far from the shores. But not Lady Isabelle. Even at young she sought the things that excited her. Be it the seduction of a married man, or the adventure to some unknown, mysterious place. Yet that did not mean that Lady Isabelle was a wild and uncalculated individual. She knew that in order to survive her adventurous streaks, she’d need skills. At the Exile Academy, she dove in books not meant for many people. Books that spoke of a consuming fire. Knowledge not meant to be used on a ship. It took her years to translate the many signs but it was Ittain that provided the key to the lock she had carefully crafted. He came upon her and shared a seemingly useless bit of information. Yet that useless piece proved the key to deciphering the essence of the book. Since then, lady Isabelle has shown a proficiency in fire magic unseen in Vallenguin ever before. The proficiency was so great that she’s the only one who is allowed to use Fire Magic on a ship. Five years ago, at the young age of 20, she entered the Bay of Seren. Ready to service her nation while delivering doom her enemies. And doom she brought. With her mastery of fire, she lit sails and wood aflame. The eat at the hull, ruin the canvas and burn the sailors. At Vallenguin she swiftly became famous for her terrible raids. Yet every year she still returns to Vallenguin to imperil every marriage on the island.[/hider] [h3]History[/h3] [b]Last 20 years[/b] Vallenguin, under the protection of the Heavenly Sphere, mist and myth has remained undetected even till present days. The ten Houses, while not united on every subject, have little hostility towards each other. Piracy attacks in the Eastern bay against Lynnfaire have escalated cautiously. Twenty years ago the first Dreadship has entered the Pirating waters there. The High Admiral then, Lord Easling of House Quinjin and father now current High Admiral Syvella has send in total a single Dreadfleet there, led by a single Dreadnaught. Increasing the acts of piracy from simple Waverider raids upon fishing ships and small traders to larger, international trading vessels. Mostly targeting Lynnfairian ones. Under High Admiral Syvella the deployment of Dreadfleets increased considerably, showing a more aggressive stance in the pirate acts as well. Lord Ittain of House Ulstur has decided to send several expeditions towards Marathan. He believes the many Primoridal Sites houses knowledge that could proof useful. These expiditions will be deployed with the World Hauler ‘Northern Sun’. This will be the first time a World Hauler enters the Eastern Bay. Northern Sun will send its smaller crafts to dock at a Vlaanderburg port soon. [hider=Long History] [b]The First Exiles[/b] From where they came is still very much up to debate, as many elders straight up refuse to talk about it. The only traces that can be found are in the Bloodline documents, indicating that the First Exiles came from the Bay of Seren, mostly from Lynnfaire. They came, presumably exiled, in the year 365 and landed on an uninhabited island. Presumed unclaimed, and with extremely undetailed maps of the Holy Sphere regions, the First Exiles built there homes here. Resentment for their previous countries was big and there was a feeble hope that maybe they could survive, thrive and take vengeance upon those who send them back. This all changed upon the realization that they were painfully close to the Holy Sphere. Envoys were send in an attempt to negotiate. The nation was only 2 years old and hadn’t even a name. It was luck that they went for the Seasonal King of Summer, who unlike his brothers, did not hate foreigners outright. The envoys of the First Exiles swore eternal allegiance and adoption of the Tranquillistic believes. This was more an act of desperation than a well thought through deal. Never the less, Ao Run granted them their independence. [b]The Second Exiles[/b] In the year 432, the Second Exiles came. Largely deemed the majority of the lesser houses. Around this time the Grand Council was established and the First Exiles formed themselves into the 10 Great Houses, and one stand alone: House Ulstur. The Second Exiles made their peace with being the lesser ones, as existence at Vallenguin proved to be bountiful and peaceful. Tranquilism, initially taken up out of desperation, became an enlightenment. While no-one believed in Serenism anymore, Tranquilism was not taken up immediately. But now the idea was deemed pleasant by the general populace. Searches were launched to find Primordials or traces of them. This was done mostly as the Holy Sphere did not like Vallenguin worshipping Huayuan Primordials. Initial searches came out with naught. [b]Discovery of Arreantis[/b] House Ulstur, using water magic, dove deep and far. It was in the year 477 that they discovered the Leviathan. A massive construct that laid dormant on the bottom of the South Sea. Through research, guesswork and experiments, they managed to reawaken the creature. In the year 478 it returned and the Leviathan Choir was formed. While the two rarely communicated, with every connection a deeper understanding for Arreantis was formed. Thus the first Primordial of Vallenguin was uncovered. At the same time, House Egerin had its own deep sea expiditions. They discovered the Fountain of Arreantis, which gave them an unimaginable connection the South Sea. They became the main followers of Arreantis and erected a huge temple in her name at Hudrin. This event marks the true spread of Arreantis. With now a Goddess at the forefront, Tranquillism did not just become the practiced faith, it became a way of life. House Ulstur, to the present, continues to search names, images and knowledge of other, dead or vanished Primordials. While the Arreantis Knights and House Egerin continue to search the South Sea for more signs of their great goddess. [b]Time of Mist and Black Sails[/b] In the year 493, Ao Run demanded that Vallenguin would hold true to their promise. The target was said, the fangs were needed. Since the Second Exiles, Vallenguin has hidden itself in thick fog and strange illusions. That knowledge, as well as the marine knowledge would now be put to the test. The first Waveriders were dispatched for the Eastern Bay. Initially piracy rewards were small but promising. Aside from loot, the Holy Sphere supported the piracy efforts in coin as well. In the year 501, the first Dreadship was released upon the Eastern Bay. This first ship, named “Vallenguin’s retribution”, was made famous at Vallenguin for the cheer amount of ships it sank each year. Her captain, Syvella, was daughter of the High Admiral. When he resigned from office, citing old age. His final demand was to promote his daughter to the station of admiral and leading the first Dreadfleet at the Bay of Seren. In less than 10 years she became High Admiral and captain of Stormsleeper. Even though the dreaded ship is kept hidden and away from the bay of Seren. In the last 5 years, High Admiral Syvella as increased the amount of pirating ships in the Eastern Bay significantly.[/hider] [h3]Relations[/h3] [i]The Kingdom of Lynnfaire[/i] - Vallenguin has send many smaller raids against Lynnfaire, mostly meant to distrupt fishing and small, regional trade. However, recently the pirate attacks have increased massively. Captains are commanded to kill everyone, unless they are on a return voyage to Vallenguin. Then taking slaves is allowed. [i]Holy Sphere of Huayuan[/i] - The only nation that knows of Vallenguin's existence. Vallenguin has special trading rights on the Southern Peninsula and many traders go from the western nations here and back, trading. Vallenguin knows that they are still looked down upon, but under the protection they have survived and thrived. [h3]Characters[/h3] [hider=Lee Quinjin] A Truth-Seeker of some renown, Lee is the younger brother of Syvella. He leads the first expedition into Matathran, hoping to uncover more about the Primordials. Lee is a faithful servant, believing the Primordials that died will be resurrected and those that vanished will return. As Truth-Seeker he lacks combat skill but makes up for it in general knowledge and youthful desire for adventure. [/hider] Optional section. Put any info about any characters here. Examples of this would be your kings or queens, military leaders, and non-hero “badasses”. You can also put more detailed info of your heroes here as well.[/hider]