Announcements, Cbox, and More |
May 23rd, 2018 Shalom and good tidings, friends! Somehow we're still hanging in there. We even have a new member getting involved in the RPs: Gray! I'd also like to take this opportunity to welcome back two old and dear friends: Dark (who now goes by Jupiter) and Fighter! The latest RP is a Fire Emblem RP set in a world of my own creation. If you're interested, feel free to check it out and let me know if you're interested in joining! Also remember that The Final Forum has its own Discord server! The link can be found on the index, or you could click here. ![]() |
|
IMPORTANT: Intrusive Ads The RP (Run by JDWitchDoctor) -What was the Truth? -Info Topic Red's Fire Emblem RP -Pursuit of Shadows and Light -Character Sheets -The World of Aria more Quotes |
| Welcome to The Final Forum! We are a small, but long-standing group of roleplayers who enjoy a large variety of settings and genres. You're currently viewing our forum as a guest. This means you can browse our RPs, but not participate. Isn't it sad? If you join our community, you'll be able to join whatever RPs you want, and even make your own! In addition, you'll have your very own profile to customize, you'll have access to our Discord chat, and you can share whatever you like in our Member Blogs forum. Registration is simple, fast, and completely free. Join our community! If you're already a member, please log in to your account to access all of our features: |
| The World of Aria (WIP); Continent of the Divine Dragon. | |
|---|---|
| Topic Started: Jan 29 2018, 09:25:27 AM (425 Views) | |
| Captain Red | Jan 29 2018, 09:25:27 AM Post #1 |
![]()
>not liking blondes
![]()
|
Nations and Territories Continent Map ![]() Continent Map With Names ![]() The Cernentia Empire Leader(s): Emperor Magnis Capital: Skygrasp Mountain Summary: Cernentia was established by the followers of Aria who sought to carry out her will on the continent when she left it. With the power of the Eyes of Aria in the hands of one who was worthy, Cernentia flourished by taking advantage of what won the war against the Demon Dragon — its mighty soldiers and powerful light mages, bolstered by the strong ore which lay underneath the mountain. By converting nearby tribes, sometimes peacefully and sometimes not, they formed a great Holy Empire where all citizens were expected to worship Aria and follow her teachings, dictated by the Emperor and followed by the Church. After acquiring the land of Lithia as a vassal and securing a stable food source for its people, Cernentia adopted an insular approach and focused on building infrastructure and advancing the sciences of technology and healing magic for hundreds of years. However, as the Church grew in numbers, its bishops began to speak of expansion. Although each Emperor struck down any foreign military operations, eventually the bishops persuaded one of the Emperor to approve a small expedition into the lands formerly inhabited by those faithful to the Demon Dragon. Although it was only supposed to be a small expedition, the Church gathered a large force of Holy Knights and sent them out on a grueling journey to the west, where they encountered many hostile tribes on the rolling hills of the Wildlands. When they arrived in the desert and swamps to the west, they were ordered to split their forces and slay any tribals they encountered. Eventually a mercenary-turned-knight named John Silverhand would expose the Church’s deception and the Emperor would banish the Church of Aria from the Cernentia completely. The entire government was restructured to accomodate this, turning Cernentia into a secular empire. That emperor’s successor, Emperor Magnis, has continued to confidently lead his people through the reformation. Hierarchy: Cernentia is an empire, with the Emperor (or Empress) at its head who is chosen by their predecessor. However, one person cannot administrate the entirety of Cernentia’s lands, so there are appointed advisors to help guide him and many appointed officials to manage the Empire’s many assets and operations. Because of the Eyes of Aria, which are inherited by each ruler, it is impossible for him to appoint someone to a position that will act in a manner he finds unfitting, and if they will, he can remove them before they ever do so. This leads to many sudden and jarring Imperial edicts, but because everything works in their favor before long, the people have learned to accept them. Those who take this foresight lightly and dare try to take advantage of the Empire or its citizens are exiled at best, and executed at worst. Quality of Life: -Terrain: As it was supposed to be the goddess’s chosen home for her people, Cernentia was ripe with woodlands and wildlife. However, the growing population and expansion of towns in the Empire have diminished the trees. The weather is mild, if slightly colder because of the high elevation. -Literacy: High. Many of the Church’s former monasteries and temples have been converted into schools and academies for all folk, and it has become Imperial mandate that all children are schooled in their early years. With this policy, even many laborers are capable of at least reading and simple arithmetic. -Danger Level: Very low. A fiercely-disciplined standing army dispatches of any bandits outside of towns while a harsh eye-for-an-eye justice system deters crime inside towns. International Relations: -Lithia: The Empire has always favored Lithia for its agriculture and rich supply of strong horses and riders. However, because Lithia clings to the terms of its vassal agreement, which allow the royal family to retain some autonomy, the Emperor refuses to use his foresight to assist its nobility or its people except for when it benefits the Empire directly. -Covenwood: Relations were bitter if not outright hostile between the Cernentia and the outcasts they sent to the Covenwood. However, recently Key Zones/Territories: -Skygrasp Mountain: The head of the Empire is built into the mountain itself. Long ago, the first followers of Aria built great monasteries and temples into the side of the mountain, and these have been expanded into an entire mountainside city. Many come to the capital seeking work in the vast yet dangerous mining tunnels residing under the mountain’s elaborate buildings. Although the Empire no longer considers many of the Church’s former buildings sacred, the highest-most ruins are still protected, and any scholars or treasure hunters caught trying to climb to the top of the mountain are punished with death. The Kingdom of Lithia Leader(s): King Raymond Shepherd VII Capital: Greenhearth Summary: After the goddess Aria left the earth, many of the warriors who fought under her did not know what to do. Many of them established their own countries in the valley near Skygrasp Mountain, which were little more than tribes themselves. Through the generations, conflict between these tribes escalated into war. It was one man who led his tribe to victory and became king of the valley, and established a stable and propserous nation known as Lithia. This man was known as Raymond Shepherd, and many kings who came after would take his name. It would not be long, however, before a new threat emerged. The Cernentia Holy Empire was expanding, and their troops gathered at the Lithian border. Some wanted to fight, but the king professed that the people of Lithia should return to their roots as servants of Aria and rejoin the Holy Empire. However, they would do so while retaining their autonomy that had been fought for in the distant past. The Empire agreed with this, and thus Lithia became a vassal state to the Empire and has remained that way since. The banishment of the Church from Imperial lands hit the people of Lithia especially hard, as many had come to depend on the healing and protection of the Church. As a vassal of the Empire, the Church of Aria in Lithia was officially disbanded, though many still yet remain to try and help the poor peasants who find themselves stuck in the middle of a political battle between the elderly king’s possible heirs. With a people who feel betrayed by their rulers, their Church, and the goddess herself, the future of Lithia is uncertain. Hierarchy: Lithia is a traditional monarchy, ruled by a king who has assigned certain territories of the land to a duke. However, after becoming a vassal, the king has slowly lost more and more power as dukes seek the favor of the Empire instead, even neglecting their own people to do so.There are many in the kingdom who would rather give themselves wholly to the Empire, believing that the Empire would help them if they did. Quality of Life: -Terrain: Lithia is a temperate land with plenty of rain and sunlight that keeps its rivers flowing strong and its lands fertile. Most of Lithia consists of flat plains with woods and small forests dispersed throughout. -Literacy: Low. Although there are some churches that still operate as schools, education is little and far between in Lithia. Some peasants can go their whole lives without learning how to read. -Danger Level: Medium to High. Although Imperial troops help hold the borders and Lithia troops are willing and able to protect the commonfolk, squabbling amongst the dukes prevents them from being supplied and mobilized properly, and gaps in their protection are easily filled by the disenfranchised who become bandits and raiders pillaging farms and villages. Neighboring Covenwood is also a problem, as sometimes mages sneak across the border and wreck havoc on frontier villages and towns. Militias have formed, but since they have little to no support from the nobility, they can only do so much. However, most who live close to the castle or another large settlement have little to fear. International Relations: -Cernentia: Lithia has enjoyed many years of peace and beneficial trade while under vassalage with the Empire. However, rarely do the common folk see any of this. The people are beginning to believe that it would be best if the royal family were done away with so they could live like free Imperial citizens. -Covenwood: The citizens of Lithia despise those from the Covenwood and view them as perverse heretics who take a delight in razing their villages and offending everything they stand for. Although nobility in the past have tried to pacify relations between the two, rarely have they ever worked and many mages are harshly discriminated against in Lithia — even if they aren't actually from the Covenwood. -Sasune: For many generations, Lithia and Sasune maintained a cold relationship because of Sasune's association with wind magic. However, recent times have seen a friendship form between the two nations as the result of the late King Warren marrying a Lithian — and one of relatively low class, at that. The story captured the hearts of the Lithian citizenry and this attitude remains still due to the efforts of his son Prince Richter, who attempts to work with friendly Lithian lords to provide better conditions of living for Lithian commonfolk — much to the disapproval of some of the dukes. Key Zones/Territories: -The Frontier: The northern side of Lithia, near Covenwood, is often referred to as the Frontier. It is a region dominated by no duke but also unoccupied by Lithia’s military. Therefore, any settlers are taking a great risk, and this notion has attracted many to frontier towns. The land is fertile and there are wild animals aplenty, but there are also bandits and rogue mages that can wipe a settlement off the map in a single night. For this reason, militias were formed, and many settlers have some kind of weapon training. The Covenwood Leader(s): None Capital: None Summary: In the days of the Holy Empire, many scholars and mages were banished who held skeptic views of the goddess or who practiced Anima or Dark magic. Though there were some willing to brave the Wildlands to find shelter in Sasune, others sought a place of their own. The dense, dark forests beyond the valley of Lithia were perfect to hide in and had little in the ways of indigenous people that would disrupt their lives. Although many would become hermits and have little to do with each other, some banded together to form small communities. Over generations, these would become small, reclusive hamlets. Research was done into medicine and alchemy using the forest’s flora and fauna. As time passed, some youth would leave the Covenwood and travel to other lands, where they were regarded with both suspicion and awe because of the powerful magic and medicine they used. This attracted the attention of adventurous merchants and traders, who wandered into the Covenwood seeking its secrets. Some hamlets were more eager to open themselves to trade than others who often protected their reclusiveness with violence. Eventually, enough hamlets were willing to do trade that the Covenwood became a point of interest for all travelers willing to brave the risks. Hierarchy: As the Covenwood has no overarcing government, there is no official system of hierarchy. Small villages are self-sufficient and self-governed. The eldest and most accomplished mages in a community are often considered to be leaders and are relied upon for any major issues or threats. Quality of Life: -Literacy: High. With so many communities founded upon scholarly goals, education is critical and wisdom even moreso. Those who find the academies of Cernentia or Sasune lacking seek training from the sages of the Covenwood. -Terrain: The Covenwood is a densely-forested valley enclosed by the mountain ranges of Sasune and Lithia. The trees are so thick that the ground is often dark even though the sun might be shining brightly above. Rain and storms are common and temperatures can fluctuate wildly. -Danger Level: Low to High. Many villages have powerful mages that are more than happy to protect their communities from outside threats, so those who are willing to respect the particular village’s customs will be welcomed. However, travelers should take extreme care since they will often find themselves being taken advantage of by more greedy or playful hosts. Many still hold grudges against Imperials and some groups even attack Lithia border towns like common bandits. International Relations: -Cernentia: As the ones who cast them or their ancestors out of their original homes, the mages of the Covenwood hold little love for the Empire, though they aren't necessarily hostile as they are towards Lithians. Imperials would do wise to remain wary when in the Covenwood, as they are often subject to pranks at best, and outright violence at worst. -Lithia: Many of the mages hold Lithia with a particular distaste, since Lithia was often far harsher when it came to punishing heresy than the actual Empire itself. In retaliation for the witch hunts and cruel methods of torture, there are many Covenwood mages who attack Lithia frontier towns and villages — leading to a cycle of mutual hatred. -Sasune: Mages from the Covenwood often seek knowledge from the mages of Sasune, especially when it comes to wind magic. In turn, many mages of the Covenwood are happy to receive visits from wandering Sasunian mages. However, occasionally there is some distrust between the two because of differing opinions when it comes to the Empire. Key Zones/Territories: -The River of Spores: This large river travels down the middle of the Covenwood and flows into the ocean. Although the river is fresh water from the Sasunian mountain range, the water quickly becomes contaminated with the vibrant flora that grow in the river and alongside it. Many mages of the Covenwood can still drink directly from the water without much harm, but foreign travelers would do well to boil before drinking. The Kingdom of Sasune Leader(s): Prince Richter Vastor Capital: Summary: Hierarchy: Sasune's royal family was established in its founding and is said to be of direct lineage to the dragon who taught the scouts wind magic. The king and queen rule equally with a court of advisors they handpick. Although not a rule, typically the king and queen of Sasune have few children, and thus the extended royal family is quite small and often inconsequential. Quality of Life: -Terrain: Sasune is of high elevation and the air is crisp and even disorienting for foreign travelers who are used to the low plains of the Wildlands or Lithia. Temperatures are cold on average and it is common for multiple layers of snow to be on the ground in all non-summer months. Dense pine forests line the mountains, and fresh rivers flowing from the mountaintops provide icy but refreshing water. Winter months are particularly harsh for Sasune, as fierce blizzards assault the mountains continually. -Literacy: Medium to High. Sasune has a wealth of schools and academies that are freely open to all, but education is not required and many families involved in physical trades, such as woodcutting, tend to get by with only learning how to read. -Danger Level: Low to Medium. The crime rate in Sasune is low because of vigilant pegasus knight patrols and a modest yet disciplined standing army. However, occasionally a feral wyvern or a violent nomadic tribe from the Wildlands will cause a skirmish on the roads. The fierce blizzards during the winter months are also dangerous enough to claim the lives of foreigners who aren't prepared. International Relations: -Cernentia: -Lithia: -Covenwood: Key Zones/Territories: - The Wildlands Leader(s): None Capital: None Summary: It is said that after the war between Aria and the Demon Dragon, many of her warriors dispersed among the great plains. They started tribes of their own and eventually drifted from her teaching and fell from grace. However, many tribes cannot trace their own origins back so far, and any truth is hidden in far-fetched tales and legends spoken of as myths. However, the great plains and savannah between Ashwind Pass and Skygrasp Mountain became known as the Wildlands due to their lawless nature and the frequent skirmishes — even outright war — between tribes competing for resources or territory. Many tribes attacked foreigners on sight, but some tribes began to recognize them as valuable sources of information, knowledge, and trade. Thanks to the efforts of the Edwards Trade Guild, more foreigners have come into the Wildlands, dividing the indigenous into those who support the Edwards Trade Guild and those who do not. The addition of the New Church of Aria has only confounded things. Both the Guild and the Church do continuously and persistently work to befriend the tribes while at the same time protecting themselves and travelers from them. Hierarchy: As the Wildlands are by no means unified under a central government, the hierarchy varies depending on the tribe. Even repose has no true central government yet and is managed by the cooperation of the Edwards Trade Guild and the Church of Aria. Quality of Life: -Terrain:The eastern side of the Wildlands consists of temperate, rolling plains. The soil is able to be farmed but not nearly as fertile as Lithia, and most of the nomadic tribes of the region instead rely on the populous wildlife and game. The western side of the Wildlands are warmer and consist of mostly wet savannah, with soil that is hardly farmable but still plenty of wildlife to hunt. Because of the many hills and differing elevations, travel through the Wildlands is often a long and grueling affair. -Literacy: Low to Medium. Repose is establishing schools that match other civilized lands to share the Church's knowledge, but the indigenous tribes of the region rarely learn how to read and write, as most of their communication and records are oral. -Danger Level: Medium to High. Some tribes don't take kindly to trespassers and will kill foreigners on sight, despite recent missionary and pacification efforts by the Church. Many criminals who are chased out of other lands also band together in the Wildlands, ambushing travelers on roads. What remains of the Church's Holy Knights try to keep the peace and help travelers when they can, but there is far too much land to cover and too few knights to adequately protect both Repose itself and the roads. International Relations: Because the Wildlands is not a nation itself, there are no international relations to speak of. Key Zones/Territories: -Repose: A settlement built by the Edwards Trade Guild to serve as their base. However, over time it has attracted the attention of many from different lands, most notably the exiled Church of Aria. The Edwards Trade Guild continues to expand its influence and hopes that it can even reign in the scattered tribes of the Wildlands to unite as one. Terrentia Leader(s): None
Capital: None Summary: Hierarchy: The major towns of Terrentia are gathered around a mine of some sort, so whoever owns that land is the one who makes the rules. Most at least pretend to be fair, employing guards who will enforce the basic laws required of a functioning society and protect the people. However, there is plenty of corruption and nepotism, and a severe gap between the poor and the rich. Many landowners pass their lands to their firstborn son, but there are exceptions. Quality of Life: -Terrain: Terrentia is a vast, sprawling desert with oases scattered few and far between. The sun beats down on the sands relentlessly, causing the temperatures to be hotter here than anywhere else. Besides the sands, the mountain ranges blocking off the coast are weathered with sand but also incredibly rich in ore. -Literacy: Low to Medium. The New Church is attempting to set up missionary schools in the mining towns, but many families are too focused on trying to survive. The upper class, however, have a decent education, mostly related to trade and management of the mining business. -Danger Level: High. The heat and dryness alone can kill anyone who isn't prepared before entering Terrentia. Add to that the many bandits patrolling the deserts, feral wyverns that might encroach from Ashwind Pass, and the corrupt overlords of the mining towns. Terrentia is easily one of the most dangerous places to live on the continent. International Relations: Because Terrentia is not a nation itself, there are no international relations to speak of. Key Zones/Territories: Edited by Captain Red, Feb 2 2018, 10:52:43 AM.
|
![]() |
|
| Captain Red | Jan 29 2018, 12:01:09 PM Post #2 |
![]()
>not liking blondes
![]()
|
Factions and Organizations The Edwards Trade Guild Goal/Reason for Formation: To protect the interests of all merchants and craftsmen and establish a network of routes and trade to secure their well-being. Leader: Antony Edwards, Guildmaster Area of Influence: Based in the Wildlands, in the settlement of Repose. Outposts located in Sasune, Lithia, Terrentia, and Covenwood. History: Generations ago, Theodore Edwards was a man with a rich background and high education who became a tax collector because he didn't quite align with the Church of that era's teachings. He had an interest in economics and was astonished as he noticed in his travels how tradesmen were limited by the Empire's strict codes and laws. After several years, he left and followed his dream to see the world by becoming an explorer. He made his way through the Wildlands and Ashwind Pass before coming across the western desert, the Burning Land. He befriended the natives he met along the way — those that weren't immediately hostile, at least — and used his knowledge to help others. While doing so, he realized there was vast, untapped potential in the lands that he saw: exotic foods, materials, and ores that couldn't be properly taken advantage of because the tribes lacked unity. Theodore brought samples back to the Cernentia and showed friends of his who were still with the Church. They shot down his offer to lead a peaceful expedition, and instead he started recruiting commoners. Many were tradesmen who had been disenfranchised by the Holy Empire, or were simply entranced by what Theodore brought back. After exhausting all his wealth, he left on his expedition with a legion of men and women. He revisited the tribes he first met and formed outposts to facilitate trade routes to the civilized east, as he continued pushing west and started working with tribal leaders to exploit and trade the natural resources available to them. This was the beginning of the Edwards Trade Guild. Before Theodore knew it, he had many people in different countries interested in what he was doing. He was determined to convince the Empire to participate in these new trade routes, but still they refused, even as those in Sasune and Lithia were making agreements. Theodore had wanted to establish the Guild in the Empire to help them and push for reform, and he grew old and died pushing this ideal. Control of the Guild passed to his sons, who decided that it would be better for the Guild to establish their own base in the Wildlands, which would later be called Repose. Ironically enough, many years later when the Church was exiled from the Empire, the new members found shelter in Repose and were welcomed by the Guild. The Guild and the reformed Church started working together to spread the Edwards Trade Guild, which is where the Guild stands today. Power Hierarchy: Members of the guild are not usually divided by profession, as most any profession is welcome in the Guild. Instead, they are divided by a rank that signifies their talent and experience in their craft, and one members can hold multiple ranks — one for each craft they are registered for in the Guild. The traditional progression is as follows, from least prestige to most: Apprentice, Journeyman, Artisan, and Expert. Apprentices are fresh and will train under Journeyman, who have completed their training but still work underneath an Artisan or an Expert. Artisans are considered to be respected practitioners of their craft who hold sway in the Guild, while Experts are rare masters who the Guild consults to help facilitate changes that will benefit their profession. Besides these ranks, there are non-tradesmen to be found in the Guild as well. Diplomats facilitate communications with outside entities, Surveyors perform vital field research, Managers control resources to keep the Guild's craftsmen supplied, and employed Guards keep everyone else safe. Higher than these are Agents who can perform multiple roles and often work independently to fulfill the direct commands of the Guildmaster. Current Members: Registered members of the Guild are in the hundreds of thousands, while those working with or otherwise associated with the Guild number countless more. The New Church of Aria Goal/Reason for Formation: To atone for past sins and restore the Church's commitment to Aria's original preachings: protecting the weak, wounded, and sick while remaining vigilant against those who follow the Demon Dragon.
Leader: Cardinal Simon Magnis Area of Influence: Based in the Wildlands, in the settlement of Repose. Missionaries are scattered throughout the Wildlands and Terrentia, operating mostly out of Edwards Trade outposts. History: The Church of Aria began as the Followers of Aria, the first monks, priests, and clerics who followed the Divine Dragoninto battle against the Demon Dragon. Although more and more would be drawn to her cause, this core group of devouts received her teachings. After she left, they returned to their home of Skygrasp Mountain and began the Church of Aria and with it, the Cernentia Holy Empire. The Church would maintain the majority of the power in the Holy Empire for nearly a millennium, acting as peacekeepers, tax collectors, lawmakers, and judges for the Holy Empire. However, it would be revealed by John Silverhand that the Church and the Emperor were not working together, and the Emperor banished the Church from power after discovering just how far the system had been corrupted. The Church's leaders were dragged out and executed, and the Church itself was forbidden to convene in Imperial lands — their temples and monasteries were turned toward other uses. During this time, many sought to stay in their homelands and continue practicing their faith and helping others in secret. However, there were those that thought that for the beliefs and teachings of Aria to persevere, a proper Church was required. So, these brave few hundred people marched through the Wildlands suffering casualties from attacks by bandits and tribals, until they reached the settlement of Repose. They accepted what was originally the Edward Trade Guild's headquarters as their new home and began working with the Guild and friendly tribes to establish a new Church. Since its formation, many have flocked to the New Church, inspired by their success. Power Hierarchy: The New Church has adopted the most basic forms of hierarchy from the former Church, sans many of the clerical roles that administrating an empire required. The New Church is divided into two branches: the clergy and the Holy Knights. The clergy is responsible for preaching, teaching, and clerical work for the Church. Acolytes, priests, and clerics are on the lower-rung of the clergy, while bishops and archbishops manage them and settle most internal disputes. The Holy Knights consist of all the Church's soldiers who have sworn loyalty to the goddess Aria and protect and fight in her name. In past times they were ordained by gathering the plants to create a compound known as Glimmergold from a specific mountain range in Cernentia, which is a potent golden paint that would be used in a ceremony to mark one's armor and induct them into the knights. Now, however, the ceremony is skipped in favor of a competition between knight cadets. Those who satisfy the requirements become full-fledged knights, while those who serve faithfully for years with skill and determination become knight captains. The Cardinal is in charge of both the clergy and the Holy Knights, who was once chosen by the Eyes of Aria but now must be chosen by vote instead. Current Members: Numbers have swelled since the New Church was properly reestablished, and proper members of the clergy and the Holy Knights number close to ten thousand total — though spread across the world performing various duties. Edited by Captain Red, Feb 8 2018, 02:02:42 PM.
|
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Red's Fire Emblem RP · Next Topic » |










