Tessst

ellievsbear
art blog(derogatory)

oozey mess
Stranger Things
DEAR READER
YOU ARE THE REASON
Peter Solarz
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Monterey Bay Aquarium

PR's Tumblrdome
noise dept.
almost home
d e v o n
Cosmic Funnies
Game of Thrones Daily

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styofa doing anything
Jules of Nature

shark vs the universe
taylor price
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@theriseandfall-rp
Tessst
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To Do
Graphics - Character, banner, admin, page banners
Locations - 1/12
Plot
Main description
Bios, OCs only
Rules
Application
FAQ - tagged questions
New Person Checklist page
Magic
Classes/Specialties - Writeup on different playable species (Nymphs, Elves, Werewolves and Vampires) Vampires can not be mages.
Occupations
Character page
Navigation
Bestiary
Guilds/Secret Societies [Azure Flames (Assassins), Red Roses (Courtesans/Spies), Merchant’s Guild, Thieves Guild, Iron Embers (Sellswords), Black Knights (Vampire Knights not allowed to be knights in their own lands anymore, live in Logos now), Hollow Wolves (Werewolves/Sellswords), Order of the Three-Eyed Raven (Possibly the guild of eleven seers?)
Military Specialists, specific to countries of origin (Mountain Vipers [Roewynian Mage Hunters], Sand Shakers [Fife Earth Benders, control the sandstorms that protect the city during times of invasion]
Theology (Polytheistic in the West, largely Monotheistic in the East with one inclusive exception. ‘Old Gods’ worshiped in Alyhar and with some random temples - considered heresy and called the ‘unnamed seven’)
Magic
In Taravell magic is commonplace, even the lowest of peasants may be able to say they inherited the gift from their mother or father, but true dedication to their element is rare, most lose interest as they reach beyond their teenage years - choosing instead to dedicate their lives to a trade or to their blade. Some find ways to use their gifts to elevate their skills or their trade, others focus on their magic entirely and become true masters of their element.
In some rare instances, a person has inherited two of the following elements - never in recorded history has it been noted for a person to be born with more.
Stone - Able to manipulate the element of stone, these Mages are the most formidable. Their will is undeniable and undoubtedly have the thickest skin, in most instances they must be in direct contact with the stone when they manipulate it, but this is not strictly true.
Metal - This users of this element is able to control and manipulate different types of metal, both precious and common. Commonly found around smiths and armorers, they are the only ones able to properly enchant metals for both warfare and domestic uses.
Water/Ice - The mages of water and ice are often easily distinguishable as to their preference as each requires a dedication of study all on it’s own. However once one has mastered both wings of the element, they are able to carry themselves to even greater heights than if they’d focused on simply one.
Fire - Often considered the most aggressive of the elements, Fire Mages most always be cautious not to get burned by their own gift - whether that be themselves or those closest to them. However as few as the true masters of the fire element are, once they’ve taken themselves to such heights they are able to fuse both the positive and negative aspects of their gift to bridge to another element all together, lightning.
Nature - Some might call this element violently peaceful, these mages are often the most sensitive, the most empathetic. They are able to feel the burden of nature by coming in contact with it, with this weight however they are also able to control the great and many forests across Taravell to do their bidding.
Healing - With a simple touch, they are able to ease great amounts of pain, by pressing further they can heal inflicted injuries and remove some of the nastiest of scars - unless the scar was caused by magic. It has also been cautioned many times that the user of this element not press too far, that the natural laws should never be broken or there may be dire consequences.
Air - The element of air has often been misunderstood, tranquil in one instant, then a violent storm the next. The most inexperienced user of this element are able to manipulate the wind around them, even pull the air from a person’s lungs - it requires discipline unlike any of the others as it’s most often controlled entirely by a person’s emotions.
Light - The element of light governs that which we perceive visually, users of this element can pull the light from a person’s eyes so they see nothing at all, as well as bend light around them so they appear completely invisible. Masters of this element have even been noted to change their appearance, or at least how they appear to others.
Sound - One of the rarest, any novice user born with this element will find they are able to understand any human language. Through practice they are able to change the sound of their own voice, or manipulate sound waves to their advantage, Masters of this element are even able to commune with animals and sometimes, request their aid.
Spirit - The most mysterious of the ten known elements, Spirit represents the unseen forces within our world. Unlike the rest, abilities rooted in Spirit magic are strictly dependent upon blood lineage. Though it may skip generations at a time, it may also produce multiple Spirit mages in one. The most widely accepted types of Spirit mages are Seers and Perceivers. Seers, rather rare mages, posses the ability to see into the flow of time, glimpsing events from the past, present and future. Perceivers, much more common, have the ability to sense things of or relating to the spirit realm.
All though every element is unique in it’s own way, what is perhaps even more mysterious is the manner in which each element may manifest. Whereas one Mage of Fire may be able to conjure flames with simply their mind, another may only be able to bend the fire to their will.
In all instances, study and discipline are required to truly master their art. A Journeymen may be able to breathe life into their element to create a familiar, while a Master of the art may even go so far as to create a Nymph - a creature born with free thought, but still tethered to their creator’s will.
Occupations
ACROBAT - Acrobats are very popular entertainers and often get their skill from years of practice and dedication
ARMORER - Armor has to be uniquely made to fit its wearer and is a specialty taken on by a skilled Blacksmith.
APOTHECARY - An Apothecy dispenses remedies made from herbs with the most skilled having a place within most royal courts.
ASTROLOGER - An astrologer studies the stars and planets.
BAILIFF - A bailiff manages the castle estate or estates of farms.
BAKER - Bread is a staple for daily life, a skilled baker can find work almost anywhere.
BARBER - A Barber has many occupations in relation to personal care. Barbers cut hair but would also serve as dentists, surgeons and blood-letters.
BARD - A poet, traditionally one reciting epics and associated with a particular oral tradition. Many play instruments such as the lute, the most skilled Bards study at the College of Bards in Seolia, however anyone with a knack for rhyming may call themselves a bard.
BLACKSMITH - The Blacksmith is one of the most important, albeit lowly, occupations. Blacksmiths forge weapons, sharpen weapons and repair armor.
BOATSWAIN - An officer on a ship whose job is to take care of the main body of the ship and all the ship's equipment
BOTTLER - A Bottler had a responsible occupation and was in charge of the Bottlery which was intended for storing and dispensing wines and other expensive provisions.
BUTLER - The Butler was responsible for the castle cellar and was in charge of large butts of beer. The room in the castle called the Buttery was intended for storing and dispensing beverages, especially ale.
BOWER OR BOWYER - The Bowyer manufactured bows, arrows and crossbows
Cabin Boy -
CANDLEMAKER - The Candlemaker made candles to light the castle. Candles were supplemented by lighting from torches, lanterns and rush dips.
Captain -
CARPENTER - The occupation of the Carpenter was diverse. Carpenters built furniture, roofing, siege engines and wood paneling. Carpenter: a skilled craftsman who shaped or made things of wood. Carpenters were highly skilled and considered to be elite tradesmen
CASTELLAN - Castellan was the occupation of the person who had been appointed as Custodian, or in charge of, the castle
CHAMBERLAIN - The title originated with an officer of a royal household who was responsible for the Chamber, which included the administration of the king's household's budget. This occupation was later extended to collecting revenues and paying expenses
CHANCELLOR - A chancellor was a secretary to a Noble or Royal person
CHAPLAIN - The Chaplain is responsible for the religious activities of a castle servants and Men at arms. The duties might also include that of a clerk and keeping accounts.
CLERK - A Clerk was employed to keep accounts
CLOTHIER - Clothiers made clothes for the nobles and required having a knowledge of various fine and expensive materials
CONSTABLE - Medieval Occupations & Jobs
Constable was the occupation of the person who had been appointed as Custodian, or in charge of, the castle
COOK - Cook was employed in the castle kitchens roasting, broiling, and baking food in the fireplaces and ovens.
CORDWAINER - A Cordwainer was a Shoemaker or Cobbler, a craftsman who made shoes
COTTAR - A Cottar was one of the lowest peasant occupations, undertaken by the old or infirm, who had a series of low duties including swine-herd, prison guard and other menial tasks
COURTESAN - Harlot, Prostitute, Escort, varying in skill and experience levels they may work independently or as a part of a larger organization. Karmat famously has a brothel that rivals any lord’s estate, called only ‘The Rose,’ the men and women within are trained to use their skills as a means of gathering information.
DITCHER - Ditcher a labourer who dug castle moats and foundations
Engineer -
EWERER - A Ewerer brought and heated water for the noble
Farmers -
FLETCHER - The Fletcher crafted and manufactured bows and the flights of arrows
GARDENER - The Gardener needed a knowledge of herbs and plants. A Gardeners work was critical to the safety and protection of a castle - castle walls had to be kept clear of ivy or anything else that could be used to climb the castle walls and gardeners were expected to dig defensive ditches
GUARD - It is the duty of the guard to patrol the cities and the roads of their respective country. Any man or woman can be trained as a guard, their palms are easiest to grease as they typically are not required to swear any oaths and answer directly to the Watch and Knights.
Handmaiden -
HERALD OR HARKER - A Herald was a knights assistant and an expert advisor on heraldry. The Herald (or Harker) would declare announcements on behalf of the King or Noble to the public. Normally this was done on a given day when the public would assemble at the base of a castle tower or in the town square and the Herald would shout out the news
HERBALIST - A Herbalist was usually a member of a religious order such as a monk or friar who would plant and maintain medicinal plants, roots and herbs.
Hunter -
JANITOR - The Janitor, or Porter, was responsible for the main Castle entrance and for the guardrooms. The Janitor also insured that no one entered or left the castle without permission
JESTER - The Jester also referred to as the Fool entertained the court
KEEPER OF THE WARDROBE - The room in the castle called the wardrobe was intended as a dressing room and storage room for clothes and used by Lord of the castle. The Keeper of the Wardrobe was in charge of the tailors and laundress.
KNIGHT - It was the duty of a Knight to learn how to fight and so serve their Lord according to the Code of Chivalry. Weapon practise included enhancing skills in the two-handed sword, battle axe, mace, dagger and lance.
Landlord -
Master Gunner -
MARSHAL - Marshal was the officer in charge of a household's horses, carts, wagons, containers and the transporting of goods.
Mechanic -
Merchant -
MESSENGER - Messengers were lesser diplomats of the lord who carried receipts, letters, and commodities. The occupation of a Messenger was often dangerous as if the message delivered was less than favorable the Messenger was often the victim of the incurred anger of the recipient leading to the saying "Don't kill the messenger". Messengers were eventually made exempt from punishment by Law due to the news they delivered.
MINSTREL - Minstrels provided Castle entertainment in the form of singing and playing musical instruments. Minstrels often would record the deeds of heroic knights in songs giving the knight great publicity and establishing respect and additional status
MONEYLENDER - Moneylenders are bankers and often employ mercenaries to collect any outstanding debts. Dazezia has the largest bank in the world and it’s rumored that every country owes at least some amount of money to them.
Mummer - Skilled in disguise and camouflage, they traditionally wear masks and practice miming as a means of entertainment. Travelling troupes of these Mummers are often seen in the Summer time.
Noble -
PAGE - The life of a castle Page would start at a very young age - seven years old. A Page was junior to a Squire. It was the duty of a Page to wait at table, care for the Lord's clothes and assist them in dressing. The Page was provided with a uniform of the colours and livery of the Lord.
PAINTER - Castles were highly colorful and the services of painters were often required
Pirate
PORTER - The Janitor, or Porter, was responsible for the main Castle entrance and for the guardrooms. The Porter also insured that no one entered or left the castle without permission
PHYSICIAN - Physicians were a very highly regarded and respected occupation. Bleeding, lancing and surgical procedures were practised.
POTTER - Potters were craftsmen of in clay, porcelain and early forms of ceramics. Basically they produced pots for cooking and storage and occasionally worked as sculptors. Potters were members of Medieval craft guilds
Priest/Priestess -
Quartermaster -
REEVE - The Reeve supervised all work on a lord's property. The Reeve ensured that everyone began and stopped work on time
Sailor -
Sailing Master -
SCRIBE - Most Scribes came from religious establishments where reading, writing and comprehension skills were learned.
SCULLION - Scullions were the lowest of kitchen workers whose duties included washing and cleaning the kitchen
SHERIFF - The sheriff was an important official of county who was responsible for executing judicial duties
SHOEMAKER - A Shoemaker or Cobbler or Cordwainer was a craftsman who made shoes
Soldier -
SPINSTER - Spinster was the name of the occupation given to any person who earned their living spinning yarn.
STEWARD - The Steward took care of the castle estate and household administration including the events in the Great Hall. This occupation was also referred to as a Seneschal and in some cases, Spymaster.
SQUIRE - A Squire was junior to a Knight. It was the duty of a Squire to learn about the Code of Chivalry, the rules of Heraldry, horsemanship and practise the use of weapons. It was also their duty to enter into the social life of the castle and learn courtly etiquette, music and dancing. The Squire served in this role for seven years and became a Knight at the age of twenty-one. Sometimes knighthood was conferred earlier as the reward for bravery on the battlefield
Tavern Owner -
Travelling Actor -
WATCHMAN - Watchmen was an official at the castle responsible for security. Also night-watchman
Writer -
Varaveth
Queendom
Capital - Vycenium
Sigil - The Tiger
Minor Cities - Lethos, Terras & Pyros
Major Export - Fur, Grain & Lumber
Military Advantage - The Varavethian Knights are both male and female and are famous for battling alongside their animal companions in addition to boasting a wealth of skilled magi among their ranks as well..
Varavethian Knight initiates are sent into the woods as part of a final rite, trained to trap and to hunt they live off of the bountiful terrain for an entire year. When they return it is often with an animal that they made a companion out of, the Knights train and outfit the creature for battle and are typically not seen apart from one another.
It has been said that to do battle against the Varavethian Army is to battle the Will of the Mother Goddess herself.
Societal Structure - In Varaveth, lands and titles are inherited and passed down to the eldest daughter. Sons are often sent off to squire, or kept to work at home or sent to learn a trade in the cities.
Any man or woman can become a Knight,
The current Queen of Varaveth is Leonore Varaveth and she is portrayed by Lena Heady as she appears as Cersei Lannister
Political Affiliations - There is an old saying, that Varavethians and Roewynians are as different as the Sun and the Moon - this is largely true as the two countries have gone to war several times over the many years. The last in living memory was a century ago, and lasted for just as long. However, in order to strengthen political ties, Queen Leonore proposed a union between the Kingdom and the Queendom. Her eldest daughter married the eldest Roewynian son that same year and for fifteen years the two countries have prospered under mutual trade agreements.
Varaveth lent it’s support to Miramor when the Roewynians attacked it fifty years ago.
Varaveth was sending troops to Karmat for the past five years in support of the Queen, but recently recalled them with the insurgence of Roewynian refugees within her borders.
Climate - Varaveth enjoys incredibly hot, humid Summers that are juxtaposed entirely by the frigid and long months of Winter that at times seem to eclipse the Summer Sun.
Geography - The lush, dense forests of Varaveth are harvested for their bountiful vegetation, but this vegetation pales in comparison to the Iron Wood trees that the skilled craftsman harvest. None stronger, the wood will not burn or even char from the lick of a common flame.
Centuries ago, when it appeared that over harvesting would deplete the forest, Varaveth’s most natural resource, the Queen declared that the forest would be replenished and replanted in accordance with the amount that was cleared.
Varaveth’s capital, Vycenium is situated at the edge of the Great Mountains, from the parapets one can easily see the great ocean on the other side of the forest, accessible as well through a winding mountain path, the docks of Vycenium are used less frequently and any import or export must first be carried through this treacherous path - must safer still than the long journey through the dense forest.
Special Information - There is a temple to the Mother Goddess in Pyros, there a great brazier can be seen at the temples highest point. The azure flame has never gone out and is cool to the touch, but is maintained by the Priestesses of the temple. From any point in Varaveth the azure flame can be seen.
Theology -
Roewyn - Occupied by Alyhar
Capital - Ragon
Sigil - The Snake
Minor Cities - Debolens, Yedrodon, & Glin
Major Export - Gemstones, grain and oil.
Military Advantage -Roewynian Knights are exclusively male and undergo rigorous training from a young age to obtain their knighthood. Roewynian Knights are most lethal with the shield and spear, their, their strategy in warfare contingent upon perfect unison in combat.
More lethal even than Roewynian Knights are the elite militant group known as the ‘Mountain Snakes’ - commonly referred to simply as Mage Hunters. These formidable warriors are both male and female and are trained to hunt, apprehend, and even exterminate magi. Selected for initiation at incredibly young ages, it is considered an honor to be chosen. They patrol Roewynian lands, guard the Royal Family and police the expansive “Deep Mines” that serve as Roewyn’s prison. The Mountain Snakes use a wide range of poisons to gain an added edge against mages in battle.
It has been said that to battle against the Roewynian Army is to battle Death himself.
Societal Structure - In Roewyn lands and titles are inherited and passed down to the eldest son. Daughters and younger born sons often learn a trade, or take up work upon their families’ lands.
Only men can be Knights, but the Mountain Snakes may choose any young boy or girl to become an initiate into their order.
The current King of Roewyn is King Tiberius Roewyn and is portrayed by Stephen Dillane as he appears as Stannis Baratheon.
Political Affiliations - There is an old saying, that Varavethians and Roewynians are as different as the Sun and the Moon - this is largely true as the two countries have gone to war several times over the many years. The last in living memory was a century ago, and lasted for just as long. However, in order to strengthen political ties, Queen Leonore proposed a union between the Kingdom and the Queendom. Her eldest daughter married the eldest Roewynian son that same year and for fifteen years the two countries have prospered under mutual trade agreements.
Fifty years ago the Roewyns attacked Miramor in a war that lasted for twelve years. The Miramorians were able to drive back the Roewynians at last when Varaveth lent it’s support in the final three years of the war.
Roewyn’s army was laying siege to the desert city of Fife when Roewyn was devastated by the Alyharian’s attack. The bulk of their army has only recently taken refuge in Varaveth’s borders.
Roewyn is currently occupied by Alyhar, still in a great manner of civil unrest, those who were unable to flee have been forced to work the Deep Mines. It’s Capital city is currently being presided over by an Upper Council member, a Mage who’s mastered both Fire and Earth magic. The council member’s name is Idris Infante and is portrayed by Kevin J. Wilson as he appears as Albinius.
Climate - The long Summers of Roewyn are matched only by the long months of rain that make the air so, at times, unbearably humid. The winter months offer nothing but a cool breeze that turns into a frigid night, the only snow that the Roewynians see dot the tops of the mountains. Only twice in the decade has their been a recorded snowfall upon the planes.
Geography -The capital city of Ragon sits as a towering gem of architecture against the rolling mountain range that nearly encompasses all of Roewyn. The dreaded Deep Mines have several entrances within these ranges but are interconnected to form one nearly unplottable labyrinth that goes deeper beneath the country than most even realize or believe possible.
The Minor cities dot the vast plains of Roewyn, with Glin sitting the furthest South upon the narrow channel that separates the Roewynian borders from that of the MIramorian’s.
To the North, beyond the mountains that span further than any eye can see - lays the Queendom of Varaveth.
Theology -
Alyhar
Capital - Fenrite
Sigil - The Dragon
Minor Cities - Doria
Major Export - N/A
Military Advantage - The Alyharian Knights are Mages trained in combat, their military is divided into platoons based upon the Mages ‘main’ or first natural element. The Alyharians use sophisticated technology that is fueled by and powered by the natural magical ability that flows through the veins of the magi. They channel their power through focus crystals that allow immense feats of skill, these crystals take a great deal of dedication and talent to master and are incredibly rare outside of the Alyharian borders.
After appearing for the first time in over a Millenia, their flying land is a war machine that is operated by the Magi that run the moving country, it’s very existence is a testament to the Alyharians formidable magic.
Perhaps somehow even more fearsome than the Knight-Mages is the Red Dragon that lead the Alyharian’s initial attack against the Roewynians. The first in centuries, a single wing was able to blot out the light of the sun, after the first attack, the dragon has not been seen since.
Societal Structure - The Alyharian upper council is ruled by five incredibly powerful magi, each a master of two elements. A Sixth council member, a seer, sits as an adviser but has no official vote upon the council. The lower council is comprised of twenty-five magi and from this pool the upper council selects, in secret, their successor.
Non-magi within Alyhar are servants and laborers, to be born without magic is to be born without the ability to move any higher within their station. As a result, non magi have become incredibly rare within it’s borders, those few that do are some of the most adept in their chosen trade, yet despite this they are considered lower than house pets.
Political Affiliations - The Alyhar disappeared from the Continent of Taravell over a Millenia ago. In recent months their great flying country descended upon Roewyn and in a fortnight was able to dessimate it’s defenses and begin a militant occupation. Idris Infante, the council member of Fire and Stone presides over Ragon and occupied Roewyn. He is portrayed by Kevin J. Wilson as he appears as Albinius from Spartacus.
Since dispensing the bulk of it’s army to occupy Roewyn, the great flying country of Alyhar ascended back into the sky and has not been seen since. In addition to it’s army however, many others, both magi and common, left the city to see more of the world they had only been told stories of their entire lives. Their reception has been largely unwelcome as many of the lands have viewed them only as potential spies and some places, like Miramor, Lageya, Ticia and Karmat have gone so far as to outlaw them from their borders.
Climate - Alyhar is overgrown with vegetation, it’s people enjoy a warm climate that endures almost constant sunlight. The air is incredibly thin and the altitude has granted an endurance and stamina to the Alyharians that is unlike any other.
Geography - The Alyharians enjoy rolling hills and smooth pastures, it’s two cities are framed with dense vegetation while their water sources come from rich lakes. Water mages pull from clouds to replenish the many lakes and rivers whenever they begin to deplete, however, deep natural reserves run through the heart of the country.
Focus crystals dot the country side and are a naturally occurring phenomenon for the people who use magic so freely and aptly. However the crystals are highly sensitive before refinement and often react explosively if handled improperly. Each Focus Crystal has a vein that connects into the ground, the countries’ very center being the true source of the living crystal.
Theology -
Jirawyn
Capital - Cedo
Sigil - The Monkey
Minor Cities - Ilyeah & Veodale
Major Export - Silk, Cotton & Iron
Military Advantage - Highly skilled in martial arts and metal worked warfare, most of the narrow roads that wind through the Jirawynian mountains are booby trapped against unwanted travelers.
The Knights of Jirawyn are known as the Iron Embers, these elite martial artists police the borders and roads of Jirawyn.
The country of Jirawyn has known a long and lasting peace, not only because the political body of their country is adept at smoothing over grievances, but because of a branch that connects the three governing bodies. The Monkey’s Fist is a small, highly select group of well trained individuals sent into the hearts of other lands. There they gather and relay information back to the Arch Selot, Arch Mila and Arch Deacon exclusively.
Societal Structure - The country of Jirawyn is driven radically by fanatical belief in which every person is assigned their dedicated place within society and fill the role for so long as they are physically able. Broken into three groups, the Senate forms the political body of the country and interprets the laws of their lands while parlaying with other countries and setting the infrastructure within their lands. The militants are the armed forces of Jirawyn, they police the borders of the country and uphold the laws of their people. Finally the Church sets educational regulations within the country and is responsible for the raising of young children, educating and for assigning young adults their roles within Jirawynian society.
The head of each sect; The Arch Selot, Arch Mila and Arch Deacon are the heads of state and are elected from each group to represent the overall interests of society.
Political Affiliations - The Jirawynians are a strong, proud people, that have never gone to war. They are highly suspicious of intruders within their borders and only allow travelers to take to their roads with special permission from one of the Three Arches.
Climate - The dry, arid mountains receive very little rainfall year round. The high mountains, with the peaks being the place where their towns and cities are were once built, connected by narrow stone bridges that have withstood the test of time are covered in a layer of snow for at least four months of the year.
Geography - Jirawyn is a large, expansive country that divides the feuding countries of Karmat and Nauv. It’s entire territory is a vast, treacherous mountain range with paths that are trapped against those who travel without permission from the Arches.
Three large rivers run the length of it’s territory, said to have been brought forth by the tears of the Creator.
Any who wish to travel it’s roads must pay the appropriate toll and taxation of the goods they wish to carry. No country has profited more off of the war between Nauv and Karmat than the Jirawynians.
Theology -
Karmat
Capital - Vleitam
Sigil - The Rooster
Minor Cities - Seah, Awrey, Xares & Tul
Major Export - Fish, Lumber & Cotton
Military Advantage - Karmatian Knights are both male and female, any can squire and rise to the rank of Knight. Their country invokes conscription in times of war, as a result they currently boast the most expansive army in the twelve lands.
The Redthorns are the Karmatian’s Navy, an elite group of Knights that are selected and trained in sea warfare. Their ships are outfitted with state of the art artillery, in the past the Karmatians took it upon themselves to police the seas against pirates - since going to war with Nauv, this has no longer been possible.
It has been said that to battle the Karmatian fleet is to battle the will of the Storm God Himself.
Societal Structure - Formerly an empire built upon slavery, the Karmatians underwent a revolution three decades ago. The result forged the Democratic Republic of Karmat. The Karmatians’ senate consists of five-hundred men and women who are elected into the position by, ten from each region within Karmat. These senators range in diversity from Werewolves to Vampires, as the society and culture is quite diverse, however, the bulk of the republic consists of humans alone.
Within Karmat there is a temple dedicated to every God and Goddess worshiped across the twelve lands. Even the Old Gods have places where the few heretics who still cling to the old ways may attend - though they are often very far away from any civil settlement.
Political Affiliations - The Karmatians have been at war with Nauv for the last five years, the war began over a dispute in their trade agreement. Since then, many fleets have been sent the long way around Eastern Taravell to attack the Nauvian port, with little success.
In the great Hundred Year War between Varaveth and Roewyn, they sided with the Varavethians and laid siege to the Roewynian harbor.
Since the return of the Alyharians and their subsequent taking of Roewyn, the Karmatians have closed their borders to anyone claiming to be of Alyharian descent.
The forested Karmatian city of Tul is the only city in Taravell that boasts a population that is almost exclusively non-human.
Climate - The Karmatian’s enjoy a Summer that lasts almost year round, the few months without the hot sun are braced by fierce rainfall and high winds that restrict their ships to their docks.
Geography - To the West lay the Mountainous region of Jirawyn, the East and to the North are encompassed by the vast and wealthy lands of Seolia. The South opens into the Great Sea.
Much of Karmat is deeply forested, half of the country is divided by a massive river that is fed into from Jirawyn, the River Ashur opens up into the ocean from a cliff face that serves as a natural protection from enemies who would attack from the sea. The harbor of Karmat is lined with the greatest fleet in the twelve lands, a natural stairway is carved into the cliff face that leads up and into the capital city of Vleitam.
Lageya
North of the wall, a cold and misunderstood people. Theology based, most skilled archers in the 12 kingdoms.
Capital - Conglat
Sigil - The Rabbit
Minor Cities - Snelandia, Frogos, Venatora, Krios, Suffrit, Turris Glacia
Major Export - Mercenaries, Fish, Copper, Iron & Nickel
Military Advantage - The Lageyans boast the most skilled archers from across the continent and even children barely broaching puberty are able to boast adequate hunting skills. Unlike the other lands, they do not have Knights in the traditional sense, simply men and women who swear allegiance to the Jarl of their city. These warriors are among the most loyal and swear oaths not only to their Jarl but to the Gods as well.
Lageyans are known for riding Mammoths and Sabre tooth tigers and are the only culture ever known to have ever domesticated either beast successfully. In times of war the mounts are taken into battle and are a large reason for why the Lageyans have never lost a war.
Mages gifted in ice are the reason why the Lageyan borders have never been breached by foreign invades. Turris Glacia expands the only passable entrance into Lageya and was crafted by ice mages long ago in order to keep those who would seek to harm the Lageyans. Those born with water/ice magic are considered blessed by the Gods and are told it is their duty to maintain and protect the wall for the entirety of their lifetime and that it is a great honor to serve not only Lageya, but the Gods in such a way.
Societal Structure - The karls of Lageya are the crafstmen, the mages - the common people of Lageya. The Jarls are distinguished by their wealth and notoriety, however by gaining enough fame and support any karl, be they man or woman would be able to become a Jarl. Every city has a Jarl that must have killed the previous Jarl in honorable combat in order to have obtained their position, with the seat of the High Queen Marianna Argent, slayed the previous High King over a decade ago and has firmly held rule ever since.
Lageya is home to a host of different species, however the packs of Frost Wolves that roam the great ice plains hold no fealty to any Jarl and make their home in the uninhabitable frost land.
Political Affiliations - Officially, the Lageyans have always remained neutral in all wars. However their many Jarls’ are easily bought and Lageyan mercenaries have been common place in every army for as long as stories have been written. Lageyan warriors have an honor code that is different than that of most other warriors and are often misunderstood because of it.
Climate - Lageya is the coldest of the different countries and has an eternal winter that blankets it in snow and ice year round. For six months out of the year it is impossible to travel in or out of the country and it’s effectively cut off from the rest of the world during that time.
Geography - Lageya’s land borders are guarded well by nearly impassable mountains that are the tallest and most treacherous in all of Taravell. Myths haunt childhood stories of the dangers that lurk within as most travelers who’ve attempted to blaze a path through have failed, the only clear way is blockaded by the great ice fortress of Turris Glacia which reaches as high as any mountain. The fortress is guarded by an army of ice mages that have made the fortress their home and overseen by Jarl Karlsberg.
Beyond Turris Glacia are the snowy plains and dense, evergreen forests that mammoths, sabre tooths and many other wild beasts have made their home. Minor cities dot these lands and are constantly at odds with each other for control over more land or more resources to stockpile for the long winters. The great city of Conglat is the furthest, most northern point in Taravell, and it along with Krios and Ventora touch the sea. The longboats crafted here are the most sturdy and capable of travelling the greatest amount of distance, they’ve been seen as far East as East goes and as far South as any Northerner has ever been.
Special Info - The Lageyans are often misunderstood and are typically the most devout of any other culture. They have temples dedicated to every one of the Noble Twelve and even one for every one of the Forgotten Twenty-Four which were once worshipped by the Alyhar in times of old. Ritual sacrifices are common place in Lageya as they prepare for the long winter and the harvest that soon follows.
Ticia
King and Queen in the middle of a civil war. Brother & Sister are the King and Queen, meant to rule together.
Capital - Hylia & Marvaellia
Sigil - The Goat
Minor Cities - Jonos & Saxx
Major Export - Tobacco, Medical Salves/Poultices & Paper
Military Advantage - The Ticians population is made up almost entirely of vampires which gives them an intimidating edge in the eyes of both the common people and other countries alike. The Knights of Ticia can be either male or female, however only a vampire can hold the title of Knight - as Mages lose their power upon being turned into a vampire, there are very few mages among the Tician army.
The Vampire Knights of the Tician army are known for being not only blood thirsty, but ferocious and nearly impossibly to kill on the battle field.
In addition to their own ferocity, the Ticians have granted lands to nomadic wolf packs in exchange for use of their warriors as mercenaries in times of battle. This has stood since the Miramorian siege two hundred years ago.
Societal Structure - The King of Ticia ruled for the last seven hundred years after inheriting it from his Mother and sire. He was assassinated on the road a decade ago and passed the throne onto his own children - a brother and a sister who were meant to jointly rule the country together. However as they frequently disagreed and each had the support of the noble houses that had sworn themselves to them, a civil war broke out and has been tearing the country apart from within for the last seven years.
Political Affiliations - The Ticians’ many cities were once taken by the Miramorians and they laid siege to the great capital of Hylia which lasted a full fifteen years. When the cities blood supply finally ran dry, a pact was made with a group of nomadic wold tribes, in exchange for their assistance in breaking the siege the wolves would be granted land so long as they continued to help the Tician Vampires keep the country for themselves.
With the aid of the wolves the Miramorians were driven back and the vampires and werewolves have been able to coexist within the borders of their lands with little issue. However, with the civil war King Grimault and Queen Grimalda have been infringing on that delicate peace and have, several times attempted to gained the favor of the wolves and gone so far as to attempt to poison the wolves against the other, with little success.
Climate - The country of Ticia enjoys warm weather for eight months of the year with a mild winter, however Tician skies are always full of dark clouds that ripple with thunder that yields little or no rain. Legends hold that the world is scarred from where The Great Doom split the continent in two, but others speculate that there may be another source that keeps the sky above the vampire city so dark.
Geography - Ticia borders Miramor to the South, Lageya to the North, Varaveth to the West and Seolia to the East. It has no direct access to the sea, but it’s shores and the city of Saxx sit upon the channel that divides much of the Western continent from Miramor.
Ticia is famous for it’s densely populated forests that are home to three packs of werewolves; The Arcum, The Torquent and The Contritum. Aside from the great forests are rolling hills and pastures that are well maintained by the citizens of Ticia.
Miramor
Industrialized, creators of the airship/steam engine. Secrets stolen by the Alyhar a decade ago.
Capital - Noctua
Sigil - The Dog
Minor Cities - Corvinus, Lupo, Aquila & Salix
Major Export - Ships, Weaponry & Horses
Military Advantage - Miramorian ships and horses are said to be the greatest in the twelve lands. In the last year the Matriarch of the Wolfram family and co-owner of the Wolfram Trade Company has designed a steam powered ship that not only no longer replies on the tide or the wind - but is also able to fly.
The Miramorian’s have always stood above the other lands in terms of engineering and different forms of engineered warfare, their siege equipment and ships are above reproach and highly sought after by other countries.
The Miramorian fleet is immense in size and they dominate the seas in trade and warfare, but few know that the fleet itself is largely owned by the Wolfram Trade Company which supplies the Crown with the ships they need in times of war.
The Knights of Miramor are both male and female, but unlike other countries that rely on feats of strength or noble status, the Miramorians must undergo rigorous intellectual testing as well before a knighthood is granted. A Knight of Miramor is often able to speak several languages just as well as they are able to Captain a ship or throw a spear - which is typically with a high degree of proficiency.
Societal Structure -
Political Affiliations - Since the Alyharians have returned, the Miramorians have closed their borders to any citizens claiming Alyhar as their homeland.
Two hundred years ago they laid siege to Ticia and it’s many cities, the final siege lasted a full fifteen years - it ended in a great deal of bloodshed and the Miramorians suffered many causalities as a result.
Fifty years ago the Roewynians were set to conquer Miramor and managed to cross the channel and lay siege to their capital Noctua. The final siege lasted under a month but the war itself lasted a full twelve years, the Roewynians were looking fit to win but the Varavethians lent their aid in the final three years which turned the tide in favor of the Miramorians.
Climate - Miramor enjoys a Summer that never ends, with blistering heat for four months out of the year. The days last eighteen hours and much of the country is covered in dense forest, the forest is home to a wealth of different creatures and overflowing with different vegetation.
Geography - Miramor is one of the largest countries and rolling hillsides with very few mountains to speak of. The two mountains of note are side by side and in fact long dormant volcanoes that local legend holds as to have been the birth place of the Gods.
The dense forest known only as The Silvestre takes up 65% of the land and is largely used for hunting purposes but also as a useful defense from foreign invaders as only Miramorians are skilled at navigating the brush.
Special Info - Legend dictates that members of the Miramorian Royal Family are descended from the Ancient Elves that first cultivated the land and taught humanity how to worship the Gods and how to use magic. The Elves were said to be far more technologically advanced than any human as ever dreamed and the most skilled magi and craftsmen that perished long before The Great Doom ever took place.
Dazezia
Capital - Mortan
Sigil - The Pig
Minor Cities - Lëkurë, Gjak & Vdekje
Major Export - Silver & Hide
Military Advantage - The Dazezian army is incredibly formidable, their Knights, like their ruling class, consists exclusively of Harpies.
The Dazezians use air warfare to their advantage and are able to breach blockades with ease.
Societal Structure - Harpies rules Dazezia and force all other species in their lands to serve them. The Council of thirteen that oversees the operations of Mortan and the three minor cities consists exclusively of females.
The Harpies live in large, elaborate pyramids that were constructed by other races. It is not uncommon for those who wander the Easter desserts or sail it’s seas to be abducted and sold into Dazezian servitude.
Political Affiliations - The Dazezian Harpies have stable trade agreements with the countries that surround it, but this has not always been so. There was a long and harsh war between Dazezia and Fife that threatened the stability of both lands. It lasted seventy hard years and only ended a decade ago when the entire council was assassinated in a single night.
Climate - Dazezia endures scorching heats year round and rainfall is a rare occurrence that lasts for only a few weeks out of the year.
Geography - Dazezia is a dessert country, it is bordered by the immense Jirawynian mountain range and the dessert wasteland that it shares with the people of Fife.
Seolia
City of Mercantilism. RIchest at the top.
Capital - Dieara
Sigil - The Rat
Minor Cities - Oro, Plata, Cobre
Major Export -
Military Advantage -
Societal Structure -
Political Affiliations -
Climate -
Geography -