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The World
Topic Started: Aug 11 2014, 08:33 PM (195 Views)
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In the world of Arwel, times are rough. It began, some forgotten number of years ago, when everything seemed perfect: The ten grand nations were at peace with one another for a rare interval in time, soldiers were allowed to go home and raise their large families, and the financial relief of not being in a war increased the payroll of the average man considerably. As time went on, people began living, longer, healthier lives and the world grew with them, as small village towns turned into large cities and commoners seemed as they were coming to level with the Nobles...and as this continued, so did the shallowness of the Lords of the lands pockets.

Yes, with every man a working man that had ever increasing children that proved to be in for the long haul of life and therefore in need of more raises, royalty had to dig into their own personal finances to supply the people what they needed, self sufficiency slowly crumbling into a thing of the past. After all, the ultimate responsibility for Nobility are their people. With farmers being the last of those who could depend solely on themselves and kings and emperors alike pulling more lint out of the pockets then currency, it seemed like that humanity was going to consume itself whole.

It seemed inevitable. What was there to do when the problem was that everything was going up? Why, to bring it all down of course. It started off by raising taxes higher to an incorrigible degree, and well, hell surely followed after. Lives were lost in revolt, towns were turned upside down, the contempt between common and noble was almost as high as there taxes...and things seemed they would be improved once it would be all said and done. There became less mouths to feed, more buildings that would need repair. The taxes were lowered once again, the people's peace had returned...and nothing was more frightening for the lords, nearly escaping international implosion.

Alas, these solutions indeed proved temporary. On and off for who knows how long, peace would seem to be reached, only for the royalty to rise the anger of their people once again. It was the same old dance, over and over, and the lords no longer only had to fear for the livelihood of their nations and people, but also for themselves and their family. After many generations, a counsel was held between these lords, and it eventually came to an agreement: To ensure the future, we must follow our past.

The assassination of King Machart and the reaction of his people was all it took for war to begin again.

Soldiers returned to arms, mercenary become a common substitute for Sir, and all the while keeping the employment rate high and the payroll down to a new low. With all sides seemingly have a dog in this fight, the emperors watch as they throw the old into the threshold in hopes the new will be relieved of these burdens. It was a merciful cruelty, as the lords told themselves, and still held they only had hope for their world.

Knights and mages of war each fall thunderously to the ground as their blood and spirit leave them, granting them the honor or a small etching of their name on a memorial, lost beyond that. Their loved ones always feel as they are still with each other though, and swear that they keep them inside their heart...not knowing that those spirits have gone to a much different place then their imagination can conjure, preparing for a battle against those they once cherished.

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State of the Nations:

Sannref - The most inhospitable nation appears to be the one left out of the muck, becoming an odd safe-haven for those wanting to escape the war, aside from the concerning number of mad mages. A frozen tundra, its protectiveness is not the only odd thing about this nation. It has no set ruler, but the closest would be The High Judge of the infamous Baltha prison colony, where exceptional criminals reside at the request of their Nation's lord. You'll have trouble finding anyone who isn't expecting to be executed here. Besides that, Sannref is a breeding ground for wyverns and also home to the drago-people, an isolated and nomadic race of fire breathing nature.

Zwaperlend - Lays claim as second only to Sannref in terms of freezing weather, and second only to Camierno in being the most urban environment. A strong belief in the pursuit of happiness has been braided into the national culture. Under control of possibly the most benevolent dictator of all time, it resides as one of the central figures in the war, accused of sending the mysterious assassination who murdered King Machart. Beloved by his people, the dictator never had to raise a finger for his army to protect his life and his honor, nor for any wyvern to take flight.

Kimojen - The Principality of Kimojen, formerly know as the Kingdom of Machart, is the other central figure in this war. Having to deal with the death of his father Machart since a youth, Prince Kimojen has adopted the militant ideal to it's logical extreme. As he came of age and was no longer restricted to the ideas of his advisers, Kimojen has set up a draft for his army and has lowered the recruitment age to 14, young children being taught how to ride pegasai and bear mounts as stock cavalry. Any capable adult who is not involved in the military is made to sure to work for their town militia.

Paichtal - Arguably the most prosperous nation now, the Kingdom of Paichtal has luckily maintained it's status quo despite being a major ally to Kimojen in the war. It also contains the largest magic school in the country, many (in)famous mages having graduated from Marianya's College of Sorcery. While not perfect in any way, Paichtal currently holds the most "blue blood" in any nation, and the relationship between nobles and commoners is free of any toxicity. While not the loudest supporter, the current King will always retain his position and convictions about the current situation. Still, none can't help but question if a promise to a dead king is a good enough reason to participate in the war.

Camierno - A nation in nothing but name. While Sannref is the hardest country to live in, Camierno could boast it's the easiest to die in. It'd be the only thing they could boast about. Hit the hardest from the constant recessions, what was once a proud nation has become a wasteland and a crook's paradise. Mansions have since become slums, the upper class has been reduced to a band of thieves, and every day is a battle to survive. Acolytes roam the area, trying their best to keep the peace, but often find themselves causing more violence then stopping. An abrupt number of mercenaries have appeared since the war started, and many will say they're better off.

Uwanye - A land of wheat and green fields, Uwanye is commonly praised for it's rich soil and plentiful food products, along with their minerals from which jewelry is made. The Uwanye people are a humble group, but everyone knows of their skills in hunting, crafting, and agriculture. This comes in handy for when farming isn't their chosen profession: many mercenaries and merchants claim Uwanye as their home. As of late though, Uwanye is faced with having to choose which side of the war they're on, the Chief Power being reserved on the subject.

Rar'vixa - To no one's surprise, the land of beast-men proclaimed to Zwaperlend's side when the war arose, a fact that is hold both in admiration and contempt. From near extinction after many years of poaching, the Rar'vixa were saved by the then ruler of Zwaperlend, and had promised their aid no matter what the cause. However, even among the most patriotic and proud Beast-men, their are doubts about the meaning of the war and what it holds. A plentiful jungle of humid temperature, the Beast-men's guerrilla warfare tactis are feared greatly, especially with recent training at the Zwaperlend military outposts.

Kholcarkhah - Sand dunes and griffons: the common info known about Kholcarkhah. Accurate info it is, Kholcarkhah is a desert land famous for their talented griffon knights, who ride valiantly into war and strike violently at their enemy. Kholcarkhah is also well known for their many performers and artists, and is very proud of that culture. Seems more concerned about protecting Tacertius more then anything, and their true motivations remain unclear. Soldiers have been spotted fighting both sides of the war.

Gulaong - The empire stands out amidst the other nations. Even the lowest of peasants speaks formally. A society of honorable warrior-poets, there are many novels from Gulaong that are beloved by all. Of course, this kind of upbringing does not exist without it's rebels, and many Gulaong pillagers have tainted the nation's repuatation, along with many rogue soldiers who have defected for various reasons. Seemingly unable to stop them, Gulaong has tried to make amends by having their best warriors and scientists worthy to whoever asks. This has only made the Empress of Gulaong come off as two-faced and craven.

Tacertius - The holy ground for the followers of the Absolute Being and the most popular religion of this time. Serves as boot camp for Acolyte and Hospitaller alike. Tacertius is now caught in an awkward position in this war. All sides ask the Pontifex of what they should believe and what he's going to do to help. While sending what help they can to nations in need, mostly Camierno, it has not dissuaded the worries or doubts of it's people and followers. Only time will tell if faith can hold up the small nation and its big burden.
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