Parem'Zel Admin
Posts : 116 Points : 4124 Reputation : 2 Join date : 2014-07-08 Age : 30 Location : Colorado, USA
Character Profile Name: Parem'Zel Race: Angelkin Class: Warrior
| Subject: Nations of the World Wed Jul 16, 2014 9:08 pm | |
| NATIONS & REALMS______________________________________ - OVERNA:
Population: Mostly Human, good sized minority of all other races. Government: Constitutional Monarchy (Patriarchal & Feudal) Main Religion: Common Pantheon
One of the oldest human nations in Aerth as well as the most diverse, with the longest surviving royal bloodline. The royal family of Ebonii, having control of the Overnan thrown for nearly 2000 years. Built on a strong military tradition, one that carries on to this day. Before the rise of Vaerm, the ancient kingdom of Overna had dominion over the majority of the central and southern regions of the continent. But soon after its formation, Overna was forced to deal with a series of rebellions and invasions that severely weakened their empire.
Overna supports a heavy middle class with plenty of trade businesses running in the large metropolitan centers throughout the western region of the country. Every Overnan citizen is forced into compulsory military service at the age of twenty, lasting at least three years. While many turn this service into a life-long career, others are quick to fulfill their duty and begin their actual lives. The people of Overna find compulsory service a great honor and duty for their nation.
Although ruled by the royal monarchy, the various regions and settlements across this vast kingdom require the assistance of the noble senate. Hundreds of Nobles who gather together once a month to manage the various aspects of the kingdom. Lead by the High Minister who is elected by the council for a period of ten years. Capable of establishing laws as well as breaking tie votes within the council. Even though the senate has considerable power in the realm, the king is still the highest authority and has total control over the military.
- ABADUS:
Population: Mostly Minotaur, small minority of all other races. Government: Kritarchy (Ruled by the strongest who enforce law via a system of greater & lesser judges) Religion: Common Pantheon
The freeloading minotaur nation of the west. Abadus is renowned as a place where laws are non-existent and the ale is free. Sadly, neither of these bedtime stories are true, though no other country has cheaper ale. The laws of Abadus are light, however, stating only the basics- no theft, no murder, no unjustified destruction, nothing below the general moral code (I.E. rape, slavery, playing bad music*), and a few annexes to that make up the entire book of laws for the city.
Abadus is rich in mineral resources, such as gold, saltpeter, iron, gems, and as a result the country has grown incredibly rich. Though largely unconcerned about where they end up eventually, the people of Abadus feel impressive devotion to their country, and defend it rabidly whether in the bar or on the battlefield. The nation itself isn't much to look at, admittedly; almost all of it is stretched out along the coast, with rocky hills taking up the border with the rest of their island colonies.
Below that simple surface, however, rich veins of minerals run across the island like a metal net, offering untold wealth for the inhabitants. On the surface, the biggest staples of agriculture are wheat, oats, and barley, though recently the city as a whole has acquired a taste for Overnan corn. The vast majority of the population is minotaur, therefore all laws & regulations are based off of their ancient traditions. Non-minotaur are typically excluded from their traditional rules but are required to respect these traditions as a lesser minority.
- VAERM:
Population: Mostly Human, small minority of all other races Government: Aristocratic Monarchy (Ruled by the wealthiest, the merchant king) Main Religion: Common Pantheon
Ruled by the merchant king and his council of aristocrats. A traveler from Overna who through means of deception, seized control of the previous monarchy and took control. For seventy years now, the capitol, Tower-City of Magnus has stood as a temple of tolerance. Once under the dominion of Overna, it was overthrown by the rogue merchant king. Vaerm is renowned for its diversity, beauty and never ending flow of wealth and trading. Commonly nicknamed the golden nation or the towered people, by many across Aerth. Vaerm's capitol, Magnus, is recognized as the wealthiest city in the world.
Vaerm is protected by an elite group of human warriors called the crusadrem. A thousand of the most well trained knights to fight off any threat. Many have tried to invade Vaerm in the past few decades, but so far none have succeeded. Vaerm is a relatively peaceful place of prosperity. All people of all races are welcome here as long as they have money in their pockets to spend. The docks of Vaerm and shipping facilities are among the most efficient along the coast and the nation relies heavily on the ships that dock there.
A large open marketplace in the capitol called "The Wide", dominates the northeast portion of the walled city, and other large structures include "The Patrons Hall", seat of the city government, the "House of Wonders", a large temple to dedicated the Eternals Pantheon and the "Sea-tower of Balduran", a small fortress in the center of the harbor. To keep vermin from spreading too much into the city proper, cats are often bred and encouraged to roam the city. The same goes with all other large Vaerm cities.
- ERRONDUR:
Population: Vast majority of dwarf, small minority of gnome Government: Clanarchy (A council of seven dwarf chieftains of each clan gather regularly to manage the region.) Main Religion: Dwarven Pantheon
The seven dwarf cities lie deep beneath the mountains of Errondur, where the dwarves mine gems and precious metals and forge items of wonder. Trustworthy members of other races are welcome in such settlements, though some parts of these lands are off limits even to them. Whatever wealth the dwarves can't find in their mountains they gain through trade. Dwarves dislike water travel, so enterprising humans frequently handle trade in dwarven goods when trade is along a water route. Dwarves in human lands are typically mercenaries, weaponsmiths, armorsmiths, jewelers, and artisans.
Dwarf bodyguards are renowned for their courage and loyalty, and they are rewarded for their virtues. Some weapons in Aerth that are considered exotic to other races are common to dwarves. A dwarf's name is granted to him by his clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name is not his own. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him of it. A dwarf stripped of his name is forbidden by dwarven law to use any dwarven name in his place.
- JERICHO:
Population: Majority of High Elves, good sized minority of Wood Elf & Gnome Government: Monarchy (Matriarchal) Main Religion: Common Pantheon
Seeing as the elves of Jericho live in a land of both forest & plains, the Jerichon elves have perfected irrigation techniques to preserve their lush forest from the arid climate. The people of Jericho tend to wear loose robes to ward off the sun when they venture out of the woods, preferring tans and light browns to the more spring-like colors of their temperate-climate brothers. The elves of Jericho are vigilant against the threats from all sides, ever growing patrols of orcs looking to invade the center of their land. The favored weapon of the High Elves is the elven knife, which they throw with deadly accuracy. It was here the first elven general Côffindcan Bererear fell during the great war against the Orc hordes one thousand years ago.
- ZETHIRA:
Population: Vast Majority of Orc & Goblin, tiny minority of all other races (slaves). Government: Chiefdom (Ruled by the Warlord and the various tribal chieftains) Main Religion: Mixed
A fallen human kingdom, over run by monsters. Orcs & Goblins in Zethira exist on a tribal level. A tribe is a social group that exists outside of or before the development of states. The governmental systems are rudimentary and the rules are usually simple. Orcs & Goblins typically are led by chiefs, whose tribes occupy a certain territory, but they do not have borders and control land in the same way a state would. Tribes arise out of common bonds of related or united families, which in turn coalesce to form an identity with a common history. This has the potential to make a tribe a very tight-knit social structure, if a very exclusionary one.
The main disadvantage to a tribal existence is the lack of sophisticated social mechanisms needed to developed advanced technology. The only driver of innovation in goblin tribes is that of survival, rather than creativity, scientific curiosity, or profit motive. Hence, a tribe's customs, weapons, tools, religion, and magic are heavily tied to the environment around them. When it comes to unification, its a very loose policy established by the warlord. No goblin tribe is attack one another. All tribes loyal to the warlord are required to defend the region from outsiders at all costs.
- CORTEC:
Population: Majority of Human, Dwarf & Sun Elf, small minority of Gnome. Government: Triarchy (Ruled by the three kings of Cortec.) Main Religion: Mixed
Cortec is a realm with a wartorn past. Once divided into three separate factions. The Humans of the northern plains, the Dwarves of the western mountains & the Blaze Elves of the southern desert. Constantly in conflict, battling against each other. It seemed that peace was impossible. But roughly two-hundred years ago, the armies of Boreal pillaged their lands, with the goal of exterminating the populous who had ventured into the icelands numerous times.
This was the time, when all hope was lost, that a Human prince named Herald Alexius traveled across the land, uniting the Humans, Dwarves & Blaze Elves in an attempt to fight back. Together, they fought off the Frost Elf armies and took back their lands. Thus the Triarchy of Cortec was established. A sacred covenant between the three realms to protect each other in a time of need. "The Council of Three Kings", would then work together to govern the land.
- JAVOUL:
Population: Vast majority of Wood Elf, good sized minority of Dryad, Centaur & Satyr Government: Tribal Confederation Main Religion: Mixed
About forty years ago, the king of Vaerm had his mind set on the conquest of the vast Javoul region to the east. At the time, it was an untamed wilderness, made up of hundreds of dozens of scattered tribes of both Wood Elf & monstrous races. There was no unity nor was their a need for it. Sure the tribes fought among themselves, border skirmishes were a common thing, but never before had there been a need for open war.
A great force of over 3000 men marched into the swamps & forests of Javoul. Slaughtering any and all tribal folk in sight. However something soon happened that would change the region forever. The various tribes came together, not out of choice, but because their had no choice. It was either unity or death. SO the dozens of Chieftains argued among themselves for near a week before a Tribal Confederation was established.
There would be no king to rule the land, however each Chieftain made a magical covenant with one another to defend and protect the people of the Javoul, to bear one flag and one name. To guard the traditions of their people and assist the other tribes when needed. Thus the armies of Vaerm where soon forced to retreat from the land as tens of thousands of Wood Elves, Centaur, Satyr & Dryad came together to fight them off. Tens of thousands of warriors, the largest force ever assembled in all of history. The Confederation of Javoul has never been attack again.
- DRATHIL:
Population: All Outcast Races Government: Imperial (Ruled by the Demonkin Emperor) Religion: Abyssal Pantheon
Drathil is a dark land swarming with members of the outcast races... But not only them, Ogres, Trolls, Giants & other creatures of the monstrous variety. An imperial realm ruled by the immortal Demonkin Emperor who reigns with an iron fist. Drathil is a land of mystery, they are reclusive compared to the other nations, constantly at war with their neighbors in order to better secure their boarders. Preparing for that future day with the monstrous & outcast hordes of declare all out war on the continent. For over a thousand years the emperor has been consolidating his power. Waiting, training, preparing for the ultimate war of all time.
- BOREAL:
Population: Vast majority of Frostling, tiny minority of all other races (aka slaves). Government: Jarlarchy (A Tribal Confederation ruled by the elected Jarls). Main Religion: Forced worship of Wintreim, Goddess of Winter.
Frostlings in Boreal believe in a tight knit tribe-like society. Everyone is a brother and worth precious amounts once they have matured completely. Every Frostling works for the good of the community, trading craft for craft, and service for service. Though they have value of items, they view things like Metal to be utterly worthless (Unless it's magical of course). It has to be noted, while crimes do exist from one tribe to another, they never exist in a single tribe, and never does someone seriously hurt or murder a member from another tribe. The Frostlings believe in an eye for an eye mentality, and every action has to be paid for in equal value or blood. Tribes for Frostlings manage their individuals very strict, with Huskarl acting as a guard for the house and the Chieftain making any key decisions for the tribe. However unlike most tribes, the chieftain isn't the strongest, but the founding female of the tribe (from here on out called the Progenitor).
All Progenitors follow the Jarl, who directs the overall focus of the Frostling race through a rare meeting, called the Allthing. The Jarl is chosen by the proceeding Jarl, to replace him once he goes into true hibernation, or if death takes him. The Jarl usually designates his heir after gaining the throne, and usually stays as Jarl for many hundreds of years before attending to hibernation. Should a Jarl wake from hibernation while a new Jarl is in rule, the Allthing convenes to pick which should rule the Frostlings. Whoever is chosen, usually designates the other as the heir once more. Status between men and women tend to change dramatically.
While no women are permitted to be Jarl, women usually make up Progenitors (and indeed, it is usually odd for a male to be a progenitor) and tend to be equals in every aspect of life. From war to magic, there doesn't seem to be much differences in the roles the two make. Every Frostling considers all other Frostlings to be brothers and sisters in a tribe, under the Mother of the tribe, who is under the All-Father (Jarl) of the tribes. Indeed, as every Frostling is related through blood, this is no hard to imagine statement for them.
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