[CENTER][h1][B]The World of Aerion[/B][/h1][/CENTER] [CENTER][img]https://i.imgur.com/CxyNIxW.png[/img][/CENTER] [INDENT][INDENT][h2][B]The World[/B][/h2][INDENT][INDENT][INDENT]“[I]Claims have been made about the decency of our world, yet history has proven us wrong, time and time again. Aerion wasn’t born in chaos. We have made it thus[/I].” [RIGHT]-Lord Robert of House Welm, Ethora[/RIGHT] [/INDENT][/INDENT][/INDENT][INDENT]All is not well in the world of Aerion. The immense nation of Ethora is in turbulent times as its Houses feud amongst themselves following the sudden assassination of their king, which is gradually pushing the disjointed country to civil war. The nations of Miraheim and Falke, which have been at odds for centuries, are being slowly pushed to hostilities, and whispers have begun to be spoken of Miraheim’s mobilization for war. The countries of the west are slowly being entangled in their own quarrels, as Palaven and Raelus both seek to strengthen their influence in the region, with Ellessar attempting to maintain some order of stability among the nations. Indeed, Aerion is in shambles, and should the nations that inhabit it continue along this path, the world would ultimately destroy itself. Some comprehend the peril this world faces, and some would have something be done about it. On the isle of Ekilore has existed a structure of colossal size (extending high into the clouds and being visible from all regions of Aerion) called the Tower of Oculus, which was built long before many histories were documented. There dwells the Monks of Ekilore, who have resided there for as long as people can remember. Although the nations by no means see eye to eye, generally all respect, or at least value, the opinion of the Monks, which come often in the form of prophecies or divinations. On the 1792nd year since the Founding of Civilization (FC), such a prophecy was formed. The Monks of Ekilore invited to their tower emissaries of each of the countries to hear their prophecy, one in which they say could alter the fate of the world.[/INDENT][/INDENT][/INDENT] [INDENT][INDENT][h2][B]You[/B][/h2][INDENT]Presented to you are two options, two roads to journey upon. One road begins on Ekilore, where you answer the summons of the Monks. This path will take you on a quest all across the lands, where you attempt to change the course of the world, and thereby save it. The fate of Aerion is very much in your hands. Yet in a world filled with strife is also presented the prospect of opportunity. For whatever purpose, be it gold, gods, guidance or glory (or whatever else your reason may be), you have recently begun travel with a group of mercenaries as they make their way through the land. You will accept contracts from clients, which could involve anything from slaying foul creatures, saving or protecting innocents, removing heads off individuals, and anything in between. Yet the life of a mercenary, especially in Aerion, may be more than it originally seems.[/INDENT][/INDENT][/INDENT] [HIDER=TIMELINE]10,000 CE --> 1 CE = Creation Era 0 CE = 0 HA as this date represents a change in eras. 0 HA --> 3000 HA = Heroic Age 3000 HA = 0 FC as this date represents a change in eras. 0 FC--> 1792 FC (Current Date) = The Founding of Civilization[/HIDER] [h2]Country Profiles[/h2] [hider=Ethora][B]Ethora[/B] [I]Founded[/I]: 617 HA as a collection of tribes; Founded formally in 1099HA [I]National Capital[/I]: Rudell [I]Language[/I]: Ethorian; Which has become the Common Tongue because of its wide use. [I]Flag/Sigil[/I]: The Crowned Lion, with different colored gems around it [I]Government System[/I]: Ethora is traditionally led by a single king who supervises the actions completed by the different noble houses who rule over different political regions. These regions function as relatively independent nations but still pledge loyalty to the king. The individual houses are: Reigncliff, Taimor, Crosland, Larson, Welm and Morok. [I]Current King[/I]: None as King Eliwood has been assassinated. [I]Culture[/I]: Ethora has perhaps the widest range of culture of any country largely due to the stark differences between the given regions within the kingdom. However, trends do exist as the northern regions are typically more conservative and militant while the southern regions are more liberal, placing a greater emphasis on trade. Each region is governed by a noble house with extends its own beliefs and traditions into its code of laws and values, producing practically independent countries unified by history and tradition. Despite this, the king's word is recognized by all and is followed usually without question. This does not stop conflicts between the other houses, which occasionally erupt into total wars if not resolved. Rivalries amongst the houses have developed over the years, some friendly and others not so much. Ethora is a well respected nation regardless and its bonds are strengthened by the notion that Ethora is a land of heroes and legends, and that its glory is without rivalry. It is Ethora's destiny to region supreme. Ethora is also surprisingly religious, with 90% of the nation following the Council of Nine, 5% practicing the belief in the One, and the last 5% following lesser known belief systems. Several notable citizens have renounced their faith in spirituality completely. Social mobility exists, making its class system nothing more than a convenient way to classify its citizens. However, class distinction is very high, causing occasional social unrest. [/hider] [hider=Falke][B]Falke[/B] [I]Founded[/I]: 537 HA [I]National Capital[/I]: Falcon Peak [I]Major Cities: [/I]Kirklandand Skyfall [I]Language[/I]: Falkmor or "Word of the Falcon" [I]Royal Sigil[/I]: A Falcon [I]Royal Colors[/I]: Black, Yellow, White [I]Words[/I]: "Among the Clouds." [I]Government System[/I]: Traditional Feudalism in that the king of Falke gives out land to his subjects in return for loyalty. These gifts of land are governed by the powerful families of House Hawke and House Highborn. [I]Current King[/I]: Frederick Highclaw III [I]Weapon proficiency, style, expertise[/I]: All forces in Falke specialize in archery and the use of spears and cavalry. [I]Culture[/I]: Since Falke's founding, it has always been a region that has attempted to be peaceful, organized and united. However, Falke's attempts have often been in vain, as Falke has been the subject of several invasions and rivalries with other nations, in particular Miraheim and Ethora. While modern day Falkians do not hold on to the same level of spite towards Ethora or its people, there is still something of a rivalry and apprehension towards them. Most of Falke's dislike has been redirected at Miraheim, its new rival in the FC era. The people and government of Falke like to think of themselves as open minded people living in a structured ordered society built on the ideals of peace and prosperity. Not as a conservative or self centered as Ethora's populace, Falke does keep its own hierarchy established in its social order with limited social mobility. However, Falke has a greater sense of social equality, limiting dissatisfaction in its population. Many Falke systems are content with their way of life, especially considering the social institutions in place, as Falke is a small(er) yet developed nation with an excellent education system and cultural developments. Falke is well renowned for its contributions to the arts. [/hider] [HIDER=Miraheim][B]Miraheim[/B] [I]Founded[/I]: 206HA [I]Capital[/I]: Gryfor [I]Major Cities: [/I]Dergen, Renvall, Borr [I]Language[/I]: When the original humans separated and moved to form their own distinct countries, the people of the land that would be known as Miraheim crafted a language based off the ruins of those who had inhabited the land many years prior. It is from this ancient language that the people of Miraheim established their own tongue. They called it Ormurmal, “Language of the Dragons”. Miraheim is proficient in the Common tongue as well, and Ormurmal has become largely ceremonial. [I]Flag/Banner[/I]: [URL]http://t2.ftcdn.net/jpg/00/10/50/93/400_F_10509368_CulgwfyOHYlHvkBdQRVC2ZOCiDb06Py9.jpg[/URL] [I]Colors[/I]: Grey [I]Words[/I]: [i]On the Wings of Water[/i] [I]Government System[/I]: Miraheim is ruled by their High King by blood and divine right. This throne has been challenged much in the past. The High King’s word is law, and those under him must obey and respect his will. A High King who does not hold the respect of the people is an unwanted position to be in. Directly under the High King is the Maerr (Maerrun plural), the Miraheim equivalent of a Lord. The Maerrun rule Miraheim’s cities as well as the surrounding territory around those cities, known as provinces. There are 6 Provinces of Miraheim. The Maerrun rule these Provinces, while the King gets reports from a Maerr and rules the country as a whole. [I]Current Ruler[/I]: High King Ranulf “Ironfist” Hroaldr [I]Culture[/I]: The people of Miraheim, known as the Highmen, are a warrior race, and are known by other races to be highly militaristic. They are excellent sailors, one of their major tools of trade, and own some of the best vessels in all of Aerion. Because of this, however, many in the nation also choose the life of piracy, primarily against ships of other nations, and on few occasions, port cities. They are generally enthusiastic warriors, and excel in all manner of warfare, but particularly at the sea level. Highmen have a deep dislike for most other countries besides their own, viewing them as inferior in strength, culture and religion. Above all else in their culture, however, is the pursuit for honor and glory. It is said that to take away a Highman’s pursuit at this is to take away their soul itself. No man or woman of Miraheim is worth anything without such traits. A great emphasis is also placed on the family. Highmen are among the most devout followers of tradition. [I]Weapon Proficiency, style, expertise:[/I] The people of Miraheim make excellent sailors, probably the best of any country, or at least one of the best. They prefer to use less armor in combat, and instead wear animal pelts like wolfs and bears. Highmen make the best axes in all of Aerion, and many of their warriors are quite proficient in the use of them. They also make excellent blacksmiths.[/hider] [hider=Mindirion][B]Mindirion[/B] [I]Founded[/I]: 9,358 CE [I]National Capital[/I]: Barazir [I]Language[/I]: Remkhuz or "Speak like a Dwarf" [I]Royal Sigil[/I]: Helmet of Thordain [I]Royal Colors[/I]: Blood Red and Black [I]Words[/I]: "Hard as Stone" [I]Government[/I]: Absolute Monarchy ruled by the Emperor or the Rasuh Etar. There is also the Grand Assembly (Mafol) which is composed of the leaders of all the major clans (now referred to as houses or Zoden). [I]Current Rasuh Etar[/I]: Orthen Durgon; son Danull Durgon [I]Weapon proficiency, style, expertise[/I]: Dwarves favor heavy armor and large powerful weapons, often used to end a fight quickly due to their low endurance. [I]Culture[/I]: Much of the culture of the Dwarves has been lost following the closing moments of the HA period leaving Mindirion as a shell of its former self. Organized in a strict caste society, Mindirion is currently rebuilding with a small elite ruling class guiding a growing middle class through a careful reconstruction. Dwarves favor organization, meticulous design, and wealth above all else and society has been guided by this for some time, hence the establishment of a caste based society, organized cities divided into different specialized sections, a specialized military and a commitment to mining, smithing and trading. Dwarves traditionally live in mountains, in close proximity to valuable stones. Ie. Dwarves like shiny things. [/hider] [hider=Miracia][B]Miracia[/B] [I]Founded[/I]: 3,330 CE (Following their exodus) [I]National Capital[/I]: Estel (Hope) [I]Major Cities: [/I]Aranwar, Fornond [I]Language[/I]: Elvish or Eldaquente (Elf speak) [I]Royal Sigil[/I]: The hands of Tella [I]Royal Colors[/I]: Dark Green and White [I]Words[/I]: "One World. One People." [I]Government:[/I] The Elves are traditionally lead by a congress of Kings or Druids. Each Druid leads a number of clans and these Druids meet together in times of need. At the current time, they are 3 total. [I]Current High Druids[/I]: Thalion, Vanya and Locien [I]Weapon proficiency, style, expertise[/I]: Elves employ the use of light armor and weapons, often dual wielding small swords or daggers and using long ranged weapons such as bows. [I]Culture[/I]: Elven culture is built around peace and appreciation of nature. Elves as a result, being wise, have stayed sheltered in recent generations as to avoid the warfare waged by their human counterparts. Divided into different tribes to allow Elves to affiliate with groups that share their belief systems, the Elves live fairly independent lives as a progressive, liberal people believing in equality amongst others. Elven pleas for peace and tradition have fallen on deaf ears in recent years, causing the Elves to dig themselves in a hole only associating with Falke on any level. [/hider] [hider=Ellessar][B]Ellessar[/B] [I]Founded[/I]: 378FC [I]Capital: [/I]Tallis [I]Major Cities:[/I] Irus [I]Language[/I]: The people of Ellessar speak the Common tongue of Ethora [I]Sigil[/I]: A black helmet in the center showing five silver swords extending from it. [I]Colors[/I]:Silver and Black. [I]Words[/I]: "Strength through Order." [I]Governing System[/I]: Oligarchy- Ruled by the Silver Authority. The Silver Authority is an oligarchic-based ruling system, headed by the 5 Regulators of the Authority. Each Regulator has the same amount of power, and demand absolute rule of the city-state of Ellessar. A policy can be overruled by a majority vote of the 5, and new policies can be implemented by a majority vote. If a Regulator of the Silver Authority were to die or step down from rule, the others would vote in a new member of their choosing. [I]Current Rulers:[/I] The Silver Authority [LIST] [*]The 5 Regulators of the Silver Authority: Tybalt Greyhelm, Kilance Qarthwright, Hadrian Cromwell, Victoria Holden, Vermillia Bellasan [/LIST] [I]Weapon Proficiency[/I]: Ellessar, besides being known for their well-crafted ships, are also known for their swordsman. Swordsman of Ellessar are among the finest in all of Aerion. [I]Culture:[/I] The people of Ellessar are considered intelligent and known for a proficiency in abstract thinking. They are well-educated and well-spoken. Though less physically imposing than the other races, the people of Ellessar are shrewd diplomats and traders. It is for these reasons people of Ellessar are among the best in business terms, and a reason their nation is quite prosperous. The people of Ellessar also have a maintained sense of order and stability, both within their nation and without. Being the oldest of the new nations to the west, they take it upon themselves often to intervene in conflicts among the other city-states to maintain the given balance and stability among the Western nations, a region known as Rolsten. Their territorial claims are misleading. Although their city-state is the smallest of the four city-states, their military might is second only to Raelus. They also have quite a successful navy and are known for their unique ship designs. The people of Ellessar have a disgruntled relationship with the country of which they used to be a colony: Ethora. They often avoid trade with them if they could, and increase tariffs on most of the houses of Ethora. Because of this, and Raelus’ better relationship with Ethora, Raelus and Ellessar also do not get along.[/hider] [hider=Raelus][B]Raelus[/B] [I]Founded[/I]: 489 FC [I]Capital[/I]: Eldur [I]Major Cities: [/I]None [I]Language[/I]: Ethorian [I]Sigil:[/I] [URL]http://www.giantbomb.com/magic-the-gathering/62-493/all-images/52-157503/red_mana/51-1442893/[/URL] [I]Colors[/I]: Light Red and Black [I]Words[/I]: "Trial By Fire" [I]Government[/I]: Absolute Monarchy [I]Current King[/I]: Christian "The Burning King" Calason II [I]Weapon proficiency, style, expertise[/I]: The army of Raelus is diverse and skilled, capable of using a number of different weapons with skill and intelligence. However, they often favor the use of one handed swords and light armor, using speed to end fights quickly. [I]Culture[/I]: Dominated by an absolute monarchy, the people of Raelus are very much at the mercy of the king who can act on any whim he wants. Raelus is a state connected with efficiency, production, development and dominance. Despite being a young nation, Raelus believes itself to be destined for greatness, especially in its relative dominance in Rolston and in the Trader's Waters. This attitude has become reflected in its people who are often confident to the point of arrogance and firmly believe in the guidance of the King, almost to the point of worship. This is appropriate considering the lack of religious worship in Raelus, as religion has become a backwards institution replaced by industry. As a scientific nation, Raelus invests much in education and the sciences, making several advancements in recent decades. Raelus has evolved into a militaristic nation with a large standing army and navy, having adopted a warmongering attitude in its quest for dominance. Raelus' government has made extensive use of mercenaries, privateers, and pirates in its expeditions, rather than endangering its people. Crime has become controversial in the country, being somewhat accepted by the government depending on the offenders. Dominated by a small ruling class, the government nevertheless has dipped its hand into many dealings controlling nearly every aspect of people's lives. The populace does not seem to care, having become used to the treatment but understanding that the King has the best intentions for its people. [/hider] [hider=Palaven][B]Palaven[/B] [spoiler][I]Founded: [/I]692FC [I]Capital:[/I] Garius [I]Major Cities: [/I]Teyya and Ashera [I]Language:[/I] Common tongue of Ethorian. [I]Sigil:[/I] Bright white, with a red circle in the center, signifying the Church of One. [I]Colors:[/I] Red and White. [I]Words[/I]: "God and Glory" [I]Government System:[/I] Palaven is a theocracy dedicated to the One God. The head of the country is Armand Terrin, who also dons the title Voice of the One, and is said to be the holy connection between Aerion and the One. Alongside the Voice of the One is the Palaven Senate, the Senators of which are entitled to the same respect as the Voice himself, though not the same reverence. The Senate members are from the six main Houses of Palaven: Culliver, Ulminda, Sinoria, Caspian, Ersmend, and Artoss. Merek Culliver is the head of the Senate and hold the most power in all of Palaven besides the Voice himself. The Senate handles the day to day matters of the city-state, but the Voice ultimately has all authority over any matter, and can revoke a Senator’s status at will, and annul any law passed by any of them. [I]Current Ruler: [/I]Armand Terrin, the Voice of Palaven [I]Weapon Proficiencies, styles, expertise:[/I] Fairly knowledgeable with spears, but not their distinction. [I]Culture:[/I] Religion dominates the culture of the people of Palaven. Whether in a day-to-day conversation with siblings or a meeting with the Senate, the religion of the One is foremost in peoples mind, seen in their speech, as they are often referring either to the Voice of the One or the One himself. The lifestyle of Palaven's citizens is rooted in ceremony and tradition, so much so that outsiders who venture into the country often find themselves constantly in danger of breaking social etiquette, or worse, in some matter insulting their religion, which can spark outrage or even persecution.[/hider] [h2]Character Sheet[/h2] [hider=character sheet] [B]Name[/B]: [B]Age:[/B] (18+) [B]Gender:[/B] [B]Race:[/B] (You can be Human, Elf, or Dwarf.) [B]Country of Origin:[/B] (You may be from any of the countries found on the map above. Country profiles are found in the section above, which has the information on the nations. I urge you to take a look at them before deciding where you hail from. Additional information can be provided) [B]Appearance:[/B] (picture or description works) [B]Personality:[/B] [B]History:[/B] (Your back story. We urge you to look at country profiles when making your history, but this being an original world, feel free to roam. If you would like to make up a House, or a town, feel free to do so. There are few, if any, limits, we impose here.) [B]Weapon Preference:[/B] (Simply put, your preferred weapon of choice. Some countries specialize in certain types of weapon proficiencies, and that could factor into your choice. But do not think of it as a restriction. However, because of the rarity of magic in this world, if you choose to be proficient in that, you cannot be proficient in any other weapon. For everyone else, there are two options: One standard weapon, and one minor secondary one). [B]Side:[/B] (Do you want to be a member of the Knights of Ekilore or the Mercenaries?)[/hider]