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Post by Jongluer on Dec 8, 2006 11:17:21 GMT -5
As you could probably guess it wouldn't be long before I started posting a little something something. I just can't help but have all these ideas running about and I will just be putting out some basic information to help you get your character backgrounds fleshed out. While my last setting was inspired by a mixture of modern practice, imperialistic/victorian/edwardian ideals, and of course generic fantasy. This time I'm looking more to a different angle. A bit more historical based, taking mainly from Roman History, Christian and Norse myths, common imperial themes, and a bit more of the typical fantasy world. As already stated its assumed that you're all citizens of the empire, so that is mainly what I'll be talking about (also because with the exception of a few of the wild lands, I have no idea what goes on outside the empire).
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Post by Jongluer on Dec 8, 2006 11:44:03 GMT -5
The Empire was founded over 1000 years ago when the city-state province of Durgoth began to extend its influence beyond the 20 mile radius of its capital city. Within a decade it extended to the current edges of the capital province, and over the following 9 centuries it extended to its current borders. The modern Empire of today has only been in existence for the past 100 to 150 years depending on the idffering views of historians on when the Empire actually united the ten provinces under the Durgoth flag. The Empire is made up of ten different provinces, stretching from the island-province of Ashluk to the two northermost provinces of Sargossen and Borgovan. Peace is kept throughout the provinces by the Imperial Legion who act not only as a military force but more importantly as officers of the law. The other common factor throughout the entire Empire of Durgoth is the Faith of the All-Father and his Saints. The Faith was instituted 600 years ago with the lost son of the Empire and heir to the Imperial throne, Fraleif Durgoth who had throughout his early life had premonitions of the All-Father and eventually after taking back the throne from his usurping uncle eventually overthrew the Old Ways and ascended to Sainthood. Several more Saints would follow over the years, and overtime through the missionary work of the Faithful, the Faith has spread across the Empire with only a few practictioners of the Old Ways existing. Now the Empire is a diverse nation spreading across vast lands. It incorporates all sentient races that accept its law, and has a largely tolerant view with the exception of backwoods areas or of races generally associated with barbarism and the Old Ways. The races mingle closer to the capital but as the land spreads out, much like the enforcement law, the diversity becomes a more touchy subject to the point of segregation and bigotry in some pockets. Along the borders and even within some of the wilder provinces are barbaric hordes composed of multiple cultures and races. The Goblinoid Hordes in Sargossen and Borgovan, the Orc Raiders who ride through borderlands and the plains of southern provinces, and the Lizardfolk of Ahsluk are just samplings of the dangers presented by those who live outside of the Empire. Such peoples are not taken into the Empire except through the slave trade where they, like most prisoners of war, are brought to seveal cities and set about for manual labor and housework. Finally, as already stated. Law is a common thing within the centers of power in Durgoth but the farther one goes, to the newer provinces one sees a land that is still wild and widely uninhabitated except for barbaric peoples. This has over the past few decades lead to a rise in those who call themselves freelance adventurers who spend their time in the wild fronteirs of the Empire: Ashluk, Sargossen, Borgovan, and the Western fringes Fumaria. Some even venture beyond into the lands where only a few imperial citizens have settled: The Frozen North, The Green Mountains (and Beyond), and the Western Expanse. In these places law is held in the hands of a few Imperial Guards and those that come to evenually be deputized. Treasures are said to abound across old ruins, there are always barbaric hordes scratching dangerous schemes, and even crazed madmen who wield horrible magic and pray to heathen lords. Who knows what lays beyond these borders, in the wilds of the Western Expanse, amongst the snow covered plains of the Frozen North where the mysterious and war-like Skald make their home, or in the forested Green Mountains and their untouched depths. The world is a mystery and more and more people are making their way to its edges.
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Post by Jongluer on Dec 8, 2006 12:06:24 GMT -5
The Empire is composed of several different branches which handle the heavy administrative duties required within the Empire. These are generally considered by the common people to be seen as reflections of The Law: Leadership or creation of Law, Legions or enforcement of Law, Mediators or interpratation of Law. The Law itself is simple, based upon the former common laws held throughout most of the provinces. The ideals are based in the community's basic precept of right and wrong. Justice itself is generally administered by the Mediators and Legions, with the Mediators determining a fair sentence and the Legions carrying it out. The Laws are created by the Leadership, which is generally a reference to either the local Governor or the Emperor himself. On the wide scale, the head of the Leadership is the Emperor himself. He handles the major decisions of the Empire, when to go to war, how tax money should be used, and creates new laws. It is rurmored that the Emperor also has a good grasp of the day to day running of the nation itself, and has several forms of agents who report directly to him though their existence has never been confirmed or even theorized beyond wild-eyed men in taverns. On the provincial level, government is carried out by appointed Governors who handle local budgets and matters of state that the Emperor cannot concern himself with. Governors generally work closely with Legions to deal with local problems and ensure that the people's needs are being met. It is common for Governors to even take control of Legions in times of disaster, such as a major attack on the province or a natural disaster such as a flood or epidemic. The Legions are the military might of the Empire. There is a fort within a days walk of most settlements if not within the settlement itself. The legion is broken between the Lancer Corps and the Infantry. The Infantry is what the average person considers to be the Legion, they are the backbone of law enforcement and the military service. The Infantry wear a variety of armor and generally carry either shortswords or longspears, their most common duties are keeping the peace within towns and administering punishment to criminals at prisons (located inside forts). During times of war they are of course the frontline force of the Empire, and most Infantrymen spend time at border forts during their terms of service where they see the true enemies of the Empire. The Lancer Corps are the mounted troops of the Empire. They are rarely seen within the Empire itself except during formal parades and functions. Otherwise the spend time at the borders protecting Durgoth from barbarians and foreigners. Finally there are the Mediators. They are normally educated men, sometimes men of the cloth, sometimes Legion officers, and even on occassion the most learned man of a local town. They hold office in their local forts, generally having several copies of the laws as well as several interpretations of it. There is also the hearing and sentencing room which is normally a stark chamber consisting of nothing beyond a raised dais and a few chairs. Here the Mediator hears cases of law and makes judgement. He will also determine the punishment befitting the crime. In the average case, it is simply a fine or time spent in priosn. For serious cases hard labor will be the sentence, and in even more grave circumstances the death penalty.
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Post by Jongluer on Dec 8, 2006 12:36:27 GMT -5
The Faith of the All-Father has been a major part of the Empire of Durgoth since Emperor Farleif the Second declared it the official religion in the beginning of his reign a little under 600 years ago. The story of its inception begins with the death of Emperor Farleif the First, who was killed by his own guards and while the rest of his family was supposed to die they escaped (stories differ on how they got away, but the commonly held belief is that a mysterious old man believed to be the All-Father in physical form lead them out). His brother, the unknown conspirator of the plot, took the throne in the absence of any other successors. For a short period of three decades, Yeral the First ruled the Empire with an iron fist and it was generally regarded as the most brutal time in imperial history. However Farleif had been growing into a fine young man, he had his entire life questioned the Old Ways and claimed to be having premonitions of a powerful figure who was slowly pushing him towards his destiny. Eventually he was heralded as a prophet, and began speaking against the horrible rule of Yeral. Farleif eventually came to learn that he was heir to the Imperial throne. He would eventually lead a revolution that would overthrow Yeral and spill blood across the Imperial Palace. The night of his return is remembered to this day and celebrated as a High Holy Day. Farleif would go on to create the Faith of the All-Father and wrote a large part of the scriptures, eventually when he died he rose to Sainthood and became the Saint Farleif, Lord of Justice and Fortitude the Patron of Paladins. The Faith slowly became more formalized, the scriptures would be finished by several high ranking clerics, and overall the Faith has remained unchanged. The inner-workings of the Faith are unknown beyond the fact that there are the Sects of the Saints, the Paladins, and the Priesthood. The tenets of Faith are widely known. The first tenet is respect for the All-Father through faith in his power and that of his saints, many believe this to be best represented through attending the Temples and Churches throughout the land. The second tenet is respect for the Community, shown through charity for those in need and communal sacrifices. The third tenet is respect for the Family, this tenet is reflected through supporting one's parents when they become unable to support themselves, supporting one's children till they can care for themselves, and of course showing respect for one's wife. The fourth and final tenet is the Pilgrimage, a journey of spiritual understanding generally undertaken in one's adolescence, sometimes this can be a simple ceremony of meditation or a true journey to the birthplaces of Saints or to a place of personal signfigance. The Preisthood is the common arm of the Faith. They spend their days in meditation, or helping others through difficult times in their lives. They also work as healers for their local communities, helping people go through the natural processes of mending wounds or in times of need using the magic of the All-Father. Their main duty is of course to encourage people to respect the tenets through explaining the legends and lessons of the Saints. The major saints are as follows: Saint Farleif, Lord of Justice and Fortitude, Patron of Paladins Saint Lorenna, Lady of Fertility and Home Saint Grugor, Lord of Healing and Charity Saint Thero, Lord of Art and Science, Patron of Scholars Saint Jorel, Lady of Travel and Commerce
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Post by Jongluer on Dec 8, 2006 17:22:10 GMT -5
The Empire being a wide-reaching nation, has assimilated many cultures and races into itself over the years. For the most part, the races have meshed together under the rule of the Empire, creating the society we know of today. Overall several races figure problem within the workings of the Empire, each one coming to find its own niche in the grand scheme of things. Humans are the largest demographic in the empire, and the royal line is itself human. Of course there have been a wide range of human cultures assimilated into the Empire, and while the majority are now of a more generalized Imperial stock there are some fine distinctions of culture. The cultural differences exist in variances of custom, speech, and idealism. Beyond the obvious breadth of Imperial culture, small hold-outs of the previous cultures still exist within certain provinces. In Fumaria for example, many people who live in the ancient settlements along the massive river are often found speaking their native tongue rather than Common, and have ceremonies around the year that involve appeasing and observing the river, they also have a Rite of Passage involving the river though it is rarely studied by outsiders. In greater society, humans are found across the lands in many differing positions. Dwarves are no where near as widespread as Humans, but one can often find them sprinkled throughout the Empire though they're more heavily encountered in southern provinces. Dwarves outside of their home province are often found as craftsman, holymen, or as members of the Legion. Before being brought under Imperial rule over 800 years ago, Dwarves were a race in which many cultures revolved around war. Their communities were normally a collection of several clans situated in subterrean halls, these clans often possessed several trades beyond those required for war-making with the other communities. The most widespread of trades was the creation of alcohol, each clan often creating their own drink from what they had on hand. Beyond the creation of alcoholic beverages, Dwarves were fond of masonry, scultpting, making jewelry, and even some wood-working can be found in some cultures. Art beyond sculpture of stone and metal is nearly non-existent in Dwarven culture, the only other exception are the epic ballads to tell the tales of Dwarven Gods and Warriors, the only other subject deserved to be written of apparently was alcohol. In modern society, the Dwarves warrior-spirit is seen in the large numbers of them within the Legion which they see as a wild adventure. Dwarves are also highly pious individuals, who after several showings of power from missionaries of the All-Father joined the ranks of the Faithful. Dwarves are often found in ranks of paladins, or as Priests of Saint Farleif (His Sect is largest amongst dwarves). Beyond this, they have brought their fine craftsmanship to all corners of the Empire, and some claim even farther. Gnomes can be found throughout the entire Empire of Durgoth. Gnomes had been found throughout several lands before the Empire had expanded to its present day. They claim it is because of their free-spirited nature that there are multiple communities across the land all seeming to share in similar customs and speech patterns. As of now, no one has shown enough interest to actually become involved, not even the Gnomes themselves. They claim to be too busy studying that around them to be interested in the past. Their society seems to be one dedicated to learning, and they have lended such a drive to the Empire as a whole, nearly every institution of higher learning in the Empire has had a Gnome as part of its founding faculty. Gnomes can often be found in scholarly pursuits, or pursuits involving crafting something or other. Beyond this, they often find work as administers of various forms within the Empire, working closely with Mediators and the Legion as tax collectors, clerks and so on. Halflings, the smaller cousins of Humans were for a long time looked down upon in the Empire. While obviously civilized, their care-free attitude, and many of them having possessed a penchant for theivery, caused them to run into trouble with many communities in and outside of the Empire. Still they are one of the most heavily bigotted groups since people see them as wiley and dangerous figures out to pick your pocket. In the Empire as a whole they are looked upon either with disdain often working menial jobs, or with suspicion since they are often found in shady taverns or places with obvious connections to the underbelly of society. Within their communities, Halflings are an easy-going agragian people who believe more in fun and games than anything else. The only skill many believe that they possess beyond being able to pick your pocket and slit your throat, is entertainment. Halflings are respected actors, dancers, acrobats, and so on. Travelling troupes of Halfling actors or not uncommon, but since in history several have often been covers for grand theives they are initially treated with suspicion rather than joy. Half-orcs, are looked upon as the damned children of a poor woman. They are treated with a heavy hand by all but the kindest of communities, and are sometimes spurned as devil children by the Faith. They are brutish and ugly, whose only saving grace is that they are as strong as the average ox. Most find the only place they're accepted is being stuffed into a Legion uniform though they rarely rise above the rank of a basic infantryman, they also find work where strength is a favorable trait: manual labor or as the frontline warrior for a band of adventurers. Elves, while technically a part of the Empire are rarely seen in it and some treat them as semi-mystical. Eleves have never fully converted to the Faith of the All-Father or even fully come together into the Empire, they're outsiders looking in. They are sometimes seen travelling though rarely in groups larger than five and often keep to themselves unless their is a matter of some importance to be discussed. Their culture is supposedly steeped with a deep respect for nature, and the balance of the world. They spend their lives in a quiet form of dignity, pursuing scholarly arts. On the surface many have described them as a race of weak book-worms, if not for the memory of the great amount of Legion troops required to bring each group of elves into the Empire this would be considered truth. Of course, as that memory still persists even though no one today (save some of the Elves) was alive to remember it, tales of arrows appearing as if from nowhere and swords the sang tunes of beauty as they sliced through men still abound in the Empire. Because of these memories, the Elves are allowed to do as they please with the Empire's blessing. The Elves that are found throughout society are often practitioners of magical arts, great scholars, or adventurers who are most likely in exile from their elven homes. Half-elves are even rarer still though it's hard to understand this since they are seen more frequently. Most Half-Elves live within human society but being outcasts for similar (though less harshly shown) reasons as Half-Orcs they often are wanderers or live in the larger cities. Half-Elves find work as artists usually, though some become craftsmen of great skill, they are also said to possess a natural diplomatic ability but no one is sure whether or not this is real or just that the few Half-Elves that are around happened to be interested in deal-making. The only other races commonly seen within the Empire are the slave races such as goblinoids or orcs. These peoples are barbaric in their natural state, and after being captured are brought into the Empire as slaves where they perform the duties no one wishes for. Some of these slaves eventually escape or are granted freedom for some reason. They often return to their warring ways in a more cultured fashion, filling the ranks of mercenary companies.
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Post by Jongluer on Dec 25, 2006 19:26:19 GMT -5
It was many ages ago, long before the word of an Empire ever reached the Frozen North, long before the Faith of the All-Father, when Tharkon roamed this world and would lead his people to unite against the many different threats of his homeland. Migar is a rugged land of mountains, forests, and snow covered plains. Migar is a place where only the strong are able to survive and that survival must be earned through respect of the danger posed by the world and the Gods. Generations before it was even more frought with danger, filled with the spider-people, winter wolves, and the cunning Jotun. The gods had placed their chosen people, the Skald, here for a reason to see them triumph over the worst of their creations. But at the time, the world was bleak, tribes were etching out livings in caves, in shadows, whever they could hide. Few warriors could withstand the world around them, then as foretold by prophecy there came a man. That man was the great Tharkon. Tharkon was a man born under odd auspices. A child born during a thunder storm where the stars shown clear, when fires were burning his village, and wind was whipping about. Then it all came to an end, and Tharkon was born. He grew into a promising tribe leader, aware of the Gods' teachings, Tharkon was a man who knew how to proceed through the life and he would show his people how. Through his cunning leadership, the spider-people were wiped clean from Migar, the Jotun were beaten back to the Roof of the World if not their own realm itself, and the pact was made with the dangerous winter wolves. Tharkon was able to unite the tribes and bring peace to the lands, helping to create the first mug of mead which is still cherished as the paramount of civilization today. It is a grand day for a man. This has persisted through generations, and if all goes well it will continue to do such.
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Post by Jongluer on Dec 26, 2006 17:28:49 GMT -5
The Gods, the creators of man, the rulers of Asgard, are by far the most powerful beings within the world. They are powerful beings capable of moving mountains, creating storms, raising forests, and their greatest accomplishment the populating of Migar with man. The Gods are varied in their powers and domains, each ruling over a seperate form of divine power, Thor ruling the storms and war, while his half-brother Loki rules over decievers and ill pursuits. Each one is different and unique, but they are all connected through familial ties, love, or even in some cases war. They live in awesome power in the plane of Asgard, a supposed paradise containing the best any world could offer, settled high atop the Yggdrasil, or world tree, from which they were born. Along the Yggdrasil in it's mighty upper branches are the Spirit Realms. The spirit realms come in three forms, there are the two Courts of Faerie and then there is the Nidavellir which ties itself nearly directly above Migar. Nidavellir is home to a wide variety of spiritual elements and beings, and its denizens are the most common fey to enter the World of Men, they are varied and much like men themselves were created by other beings. Then there are the two Faerie Courts. First is Alfheim, better known to men as Summer, it is home of the spirits more commonly associated with life and the calmer parts of nature, though this is not to say that they are good, they are dangerous and easily angered but less destructive. Then there is Svartalfaheim, better known as Winter, where the faerie of death and destruction reside, they are associated with the dangers of winter and are more likely to be dangerous but not necessarily. Below the Spirit Realms is Migar, home of men at the base of the Yggdrasil. Upon the lower boughs of the tree radiating out from the world of man are the elemental planes such as Muspelheim and Niflheim. They are tied to the primary four elements, and are where many dangerous beasts and spirits reside. Finally in the roots of the Yggdrasil are two worlds, Jotnirheim, home of the giants, and Hel, home of the dead. Jotnirheim is said to connect to Migar in several ways and this how Jotun first came to be found across Migar in their vast forms. On the plane of Jotnirheim there are many more variety of giants than are seen on the surfaces of Migar, they are varied and dangerous, possessing a wide variety of powers. Beneath even Jotnirheim is Hel. Hel is where those who die without glory go to live out their afterlife. It is not necessarily a terrible place for the wicked but it does not possess the fruits of paradise found in the Asgardian Realm of Valhalla. Hel is damp and drudging, normal and banal, it is fruitless as oppossed to torment filled. But knowing that one is now further from eternal glory than they were in life is considered punishment in itself.
On the planes of Man, these Gods and Spirits play themselves out in many different ways. First the Gods have their temples, all a largely collected pantheon that most people pray to, along with their specialized clerics and worshippers. Most people pray to the Gods for guidance, while some specifically adhere to one God's tenets trying to emulate them and normally become some form of servants. A God's servent, such as a cleric or paladin, are considered to be the interpreters of their God's wishes. They wield their power, and are often granted magic by them, they are given the right to guide villages and show people through life as their God sees fit as well as undertake missions to further their God's agenda. While the God's are distant and only mildly connected to man, the Spirits are much more involved. The Spirits are ever changing beings who enjoy to meddle in the affairs of man in return for favors and assistance. One is said to be wary of the offers of a Faerie, since they generally come with a price. The two Courts are often at war with one another and will use men as pawns in their acts. Though worse are the fickle beings of Nidavellir, who will help a man one day only to hinder him the next. Some require tithings to do what they perform. Others enter into pacts willingly with humans, while some completely shun humanity and the Gods themselves. They are a queer bunch who are not to be trifled with.
Most Commonly Worshipped Gods: Odin: Father of the Gods, Lord of the World, and Watcher. Thor: Son of Odin, Warrior-King, Masterful Strategizer, and Lord of Storms. Freya: Goddess of Fertility and Love. Freyr: God of Agriculture, and Good Fortune Frigg: Wife of Odin, Goddess of the Sky, and Household. Sol: Maiden of the Sun.
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Post by Jongluer on Dec 26, 2006 17:50:35 GMT -5
The twisting of the world itself, the call of the Gods, the visual spectacle of raw will given form. That is Magic. Magic is by far the greatest and most powerful of arts all across the world and while widely practiced it's practictioners are few and very different. Magic is first found in two major forms: Arcane and Divine. Divine magic is by far the most persistant across the world, and much more easily accepted. This is mainly by the fact that Divine magic comes from the force of faith that is found within a priest of even the shamans of old (or less civilized peoples). Divine magic is generally granted by a natural and powerful force, such as a god or mother earth. It is bestowed upon those who have enough faith in the power of such a god, the belief to know that such a being exists that they have a right to emulate that being. These powers are willed into being through prayers and used to bestow the God's power directly to a situation. They are like miniature and contained miracles in and of themselves, often why some clerics are unwilling to perform them lightly or only at times of great need. Arcane magic is much more mysterious. Where Divine magic rests in faith, Arcane magic seems to be derived from will and knowledge. The ability to wrestle some sort of energy from a mysterious source, or collection of beings, and then shape into what one wishes. For most practitioners of the art this requires a great deal of study to properly invoke power and prepare one's mind for willing energy itself to coelesce into a desired function. Others find it comes as a natural grace to perform magic but often will become limited in what they know, focusing only a few select powers or a collection of itnerrelated abilities. But no matter what the source is always a mystery, it is only known that the practitioner is but a vessel for this energy. Many Arcanists have come to theorize on where their power comes from and have even created elaborate ideas as to where and how it all happens. Some of these arcanists create whole schools to their teachings, while others pass it simply onto their students. More often than not an arcanists, natural or not, creates their own system of belief regarding their powers and how it occurs. The only major consesus seems to be that it is most definitely not a god, it is more unbridled and natural than that. Magic is far from a common act within the world. Arcanists tend to keep to themselves only performing services when there is a deal going on, funding of research or agreement for an exchange of services. Priests believe they must not draw on their God so callously lest they anger them, besides gifts from the Gods should not be thrown about but only used as needed. Overall, while magical ability is out there, magic wrought is nowhere near as much.
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