Chronicles of The Omniverse Archived Aelora: Realm of the Lost

Tiko

Draconic Administrator/Mentor
Administrator
Mentor
Nexus GM
Aelora: Realm of the Lost

Aelora is a land forgotten. Legend tells of a blight known only as The Void that spread through Aelora two millenia ago. As nation after nation fell the last of the Aeloran races joined together to seal the continent of Aelora away in a final effort to contain the blight from spreading to the rest of the planet. A veil was erected and Aelora was lost to time and memory.

For two millenia the veil held and none could enter nor leave Aelora, and for two millenia the war with the void raged on. Nations were shattered, races driven into extinction, and what survivors remained retreated into mountain strongholds until the tides were turned with the return of the Elysian Vanguard - a fabled order of heroes and legends.

With the blight driven back the races of Aelora have stepped forward to reclaim their ancestral homes, but they aren't alone. With the passing of time the veil that separates Aelora from worlds beyond has begun to fray. Crossroads, or points at which the veil is weakest, have begun to form. These crossroads are typically places of power with high concentrations of magical energies that serve as temporary gateways between Aelora and the realms beyond. Should one happen upon one of those crossroads they might find themselves within this fantastical land of myth and legend. A crossroads can appear at any location within the Multiverse and often one does not know when or where a crossroads will appear, or for how long it will remain.

Due to the high concentration of both void and fey magic within the lands of Aelora, both the flora and the fauna of the continent have been greatly influenced to give birth to all manner of fantastical species exclusive to this unique landscape.

OOC Notes:

  • The people of Aelora have long been caught within a primitive age that predates the invention of more modern weaponry. Any modern technology present in Aelora would have been introduced through a character crossing into Aelora via a crossroads and would be limited to whatever they had in their personal possession when they arrived.
  • The flora and fauna of Aelora is highly fantastical in nature and deviates greatly from that found within the real world. Feel free to take creative liberties with creatures encountered within Aelora.
  • Lore local to Aelora is characterized by originality. Please don't introduce unoriginal or borrowed works as native Aeloran lore. If you wish to use non-unoriginal content in Aelora it probably came to Aelora via the crossroads and isn't native to the region.
Native Races of Aelora
  • Catfolk, Mira
  • Celestial
  • Centaur
  • Dragon
  • Dragonkin
  • Elf, Altari
  • Elf, Dw'in
  • Elf, Lunari
  • Elf, Sylvali
  • Elf, Tal'asan
  • Fae
  • Goblin, Wibjibbet
  • Human, Aramaean
  • Human, Cordelian
  • Human, Keradoran
  • Human, Orlesian
  • Sylvae
  • Wolven
(More Races and links to racial Group Pages pending)

Note: If you want to add a race to this list, just shoot me a PM. Please be respectful of the fact that native Aeloran lore is characterized by original content though. We more than welcome people adding their own content to Aelora but if you have something that doesn't fit with Aeloran lore, or something unoriginal that you want to use, it probably arrived in Aelora via a crossroads rather than being native.

Script said:
The tension within the chamber was palpable. Barely audible, the sounds of battle permeated the air from the streets below. Men and women screamed, and the horrific beasts that were swarming the city shrieked monstrously. The gathering upon the top floor of Avensora's Aethyr Tower shared the same grim expression upon their faces.

They were a gathering the likes of which had never been seen before. It seemed as though near every race in Aelora was represented in some form, and despite the tension, there was no hostility between them. Amongst the many races, the Archmages of the Kethrian and Amarathian Altari stood side-by-side with nary a dirty look cast between them, the fierce Archons of the Dwi'in and the serene Elluvianae of the Sylvali avoided abrasion, and the smooth-skinned elders of the celestials and dragonkin stood side by side with the aged elder wizards of humanity. Even a mysterious lone figure that some whispered was one of the long-lost peoples of the Lunari had joined them.

Such a concentration of the magical elite of Aelora as this was almost beyond comprehension. The collective power in the room could cast an entire nation into dust. But despite the battle raging outside, as void creatures flooded the streets of Kethria's capital city, they were not gathered here to wage war.

No, the war was already lost.

So many nations had fallen, so many lives had been lost. Nothing could stem the tide of the void now, nothing could save Aelora. But the rest of the world needed not follow. The call had gone out to all corners of the continent, to assemble this gathering at the last remaining bastion near the centre of the land.

"We are in agreement, then." The shimmering form of Ymiria, the celestial who had masterminded this effort, stepped forwards and spoke to draw the attention of the room. "To prevent this catastrophe consuming the world, we must contain it, even at the cost of our homelands. Aelora must be sealed. We do not have long - the void creatures have breached the lower levels of the tower. I believe that Nae'shiara knows of our aims and seeks to stop us. The ritual is prepared. I require only your strength, and it shall be done."

One by one, the assembled groups spoke their agreement. Debates had gone on for days beforehand, whilst the city walls still held, but now a decision had been forced. None withdrew their support.

"Then we should proceed at once." Ymiria spread her arms and wings, "Honoured mages of Aelora, I am proud to stand with you in this, our final hour. Let us show the world what we are capable of when united."

As each mage, archon, elluvianae, witch, wizard, warlock, seer, sorcerer or shaman linked their power with Ymiria's, the room grew more and more dense with magic. Crackling wisps of energy formed in the air with its intensity, and the arcane markings upon the stone floor of the tower grew brilliantly bright as the spell was weaved.

Sounds of battle grew louder, as the armies of the void invaders tore through the defenders in the upper levels of the tower and flooded towards the ritual chamber. When the ravenous creatures burst through the reinforced doors of the room, however, it was too late. The last of the gathering of magical powers was dropping to the floor, their magic drained beyond their limits.

Only Ymiria remained, at the epicentre of a ritual that threatened to rend the realm asunder with its power. She was more magic than celestial, now, and it was with a final gasp that she was consumed bodily into the last moments of the spell. And then the tower exploded. Stone was annihilated as magical power speared into the sky in a beacon that was visible for hundreds of miles around. The light blossomed in the heavens and expanded, aethyric mist warping and stretching outwards in a dome that reached across the entirety of Aelora.

Across the continent, fighting paused for just a moment to stare upwards at the rippling display of light that crossed the sky. The stars in the night sky faded from view.

From an outsider's perspective, it was as though the entire continent of Aelora had simply vanished from Terra. Only a strange, ethereal cloud of mist upon the ocean waves remained. The veil had been formed, and Aelora was lost to history.

 
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Amarathia

Amarathia was once considered the most powerful nation in Aelora, prior to the Fall. Now, like all the other lands that were overrun by the void, it is in the process of recovery. Unlike some nations, who have taken the opportunity to enact sweeping change, Amarathia has returned firmly to old habits. Before the Fall, Amarathia was a storm of intrigue and politics, where nobles played games of innuendos and riddles up on high like an intricate dance. In its revival, this dance too has resurfaced - though there is a greater sense of unity in the face of external threats than before. Internal squabbles are generally left behind when it comes to combatting remnants of the void and other enemies, at least in theory. In practice, it's a lot less clear cut.

In Amarathia, social status is everything. Its great Game of Houses is all about knowing who your allies are, knowing your enemies’ weaknesses, and keeping anything improper or unsavoury about you secreted away. One wrong move at a ball, or a house party, or even a morning stroll can leave your reputation in tatters.

The Nobility:

At the top of the teetering pyramid that is Amarathia’s social hierarchy is the Queen. The monarch of Amarathia is chosen upon the death of the previous monarch, by merit of which candidate has the most backing amongst the houses of the nation. Usually, blood-relatives of the former monarch are strong candidates as they are seen as a ‘safe’ option - they already have strong base of power (if their predecessor was competent) and their line has the loyalty of the people. However, it is not unheard of for someone from another house to successfully wrangle enough support amongst the other houses to take the throne for themselves.

Currying favour from the Royal House of the time is one of the primary goals of most of the Houses. The crown has power by default, even if the one who wears it is not the best player of politics. They have the army, the treasury, and the people. Snobbery aside, the nobles of Amarathia recognise the importance of loyalty from the common folk.

The power of different Houses is nebulous and difficult to discern for the average person. The tells are in social cues, where people look in a room after a significant event to see how they should be reacting, or who people go to when they need something. It can also be measured in wealth - though more often than not, influence and wealth come hand in hand.

The nobility of Amarathia is almost entirely Altari. Other races, whilst not openly discriminated against, are not viewed as ‘serious’ players of politics - even when they’re good at it, it’s considered more quaint than anything else.

Servants and associates of noble houses almost always wear the emblem of their house on their person, to broadcast to those who might wish them ill that interfering with them is to incite the wrath of the house in question. Despite the invisibility of servants to most nobles, harming them is seen as the destruction of their property - something they won’t leave unanswered. This can lead to conflicts between the vassals of warring houses, but since the city’s re-founding, no such warring has taken place. The fragility of their civilisation has kept even the most ambitious amongst them locked within peaceful means for the time being.

The Common Folk:

The common people of Amarathia are far more varied than the nobility. People of all races can be found in the middle classes of merchants and business-owners, and amongst the working classes. Though they are distant from the games of politics that go on over their heads, many people - largely those who are clearly aligned with one house or another (servants or soldiers) - still take part in their own game of houses and reputations in emulation of the nobility. The Altari in particular consider this game integral to their culture, and often consider themselves just a series of good maneuvres away from power themselves.

Foreigners who have moved to the city more often than not disdain its pettiness, finding the game of houses ridiculous and hateful to try and work around. Those that don’t embrace it usually move on within a few years, unable to put up with it. Those that don’t do their best to ignore it and get on with their lives without treading on too many important toes.

Magic:

Magic is considered very important in Amarathia, but the Kethrian separation has left a bitter taste in the mouth of both its magical community and those around it. Magic is viewed as a scholarly pursuit as much as it is viewed as a tool, and whilst it is common for buildings and items to be imbued with enchantments for specific purposes, it doesn’t run through the nation’s blood quite so strongly as their neighbours in the newly independent Kethria, for whom magic is everything.

Most large towns in the nation have a magical academy somewhere within them, of varying sizes, but the largest is the Nasazura Academy in Amarathia City, and students come from across the land to study in its towers where the great Sylvire Nasazura herself once studied.

The Houses

House Nasazura (The House of the Swan): House Nasazura is the current royal house, and their head, Elmira Nasazura, sits upon the throne of Amarathia. Elmira is widely viewed as a conservative ruler, who is reluctant to take risks or submit to change. House Nasazura has a great deal of influence in the city and beyond by merit of being the royal house. Symbol: A swan in profile with spread wings.

House Temeria (The House of the Sword): House Temeria is a house of moderate influence, who are attempting to build upon a despoiled reputation. Prior to the Fall, House Temeria made a violent grab at the throne of Amarathia that was foiled, and though the individuals involved have long since passed, it has never quite recovered its reputation. They align themselves firmly with the throne. Emblem: an ornate longsword.

House Vardis (The House of the Moon): An influential but seemingly unambitious house, House Vardis had the potential to make a move on Amarathia’s throne during the nation’s recovery, but chose not to involve themself in the race to determine the new monarch. They instead threw their lot in with the Nasazura late in the running, and have remained a quiet ally to the throne since then. Emblem: a crescent moon.

House Dumir (The House of the Palm): The second most powerful house in Amarathia, and the Nasazura’s former rival for the throne. When Amarathia’s nobility reformed, House Dumir laid a claim to the throne by merit of their ancestors being the last to hold it. They had significant support, but House Vardis’ unexpected support for the Nasazura thwarted their chances. They remain politically opposed to the Queen and insist that her conservative attitude is cowardly at best, and destructive at worst. In House Dumir’s view, now is the time to be assertive in reestablishing themselves as the most powerful nation on the map. Despite this difference of opinion, Dumir are not attempting to incite any form of open conflict. If change comes, it will come formally and involve a lot of conferences and old laws, not swords or violence. Emblem: A hand with an eye in the center of the palm.

House Calenor (The House of the Horns): A house of fairly medicore strength, the majority of House Calenor’s former holdings were far from Amarathia City, in land that is now contested by centaur inhabitants of the Aldwardine Plains. Efforts by the house to reconstruct and repopulate their former estates and towns have been met with protest and resistance from the centaurs, and their petitions to the throne to enforce their claims have been met with refusals, as House Nasazura balks from triggering potential conflict so soon after the nation’s return to power. As a result, Calenor are vocal supporters of House Dumir. Emblem: Deers’ antlers

House Nierin (The House of the Scales): House Nierin are one of several houses that have moved to throw doubt on the traditional Game of Houses that Amarathia plays, advocating cooperation and unity over political manoeuvering. They are a house of moderate size, but even internally, there are many who disagree with this stance, and so there is little momentum behind it. They are notionally allied with the throne out of a desire to prevent internal conflict. Emblem: A set of weighing scales.

House Valdasine (The House of the Oak): As a house, Valdasine are unique in that they strongly prioritise looking outward from Amarathia as opposed to inward. They are dedicated to protecting the interests of the nation as a whole and in continuing to combat the threat of the void. They are staunch allies of House Nierin, and like them, support the throne largely out of a desire for unity in the face of the remaining external dangers they face. Emblem: an Oak tree

House Deviere (The House of the Mask): House Deviere are a powerful house who are infamously capable in the Game of Houses. They are notorious for possessing information on anyone and everyone in the country, and make a habit of holding that information over people in order to get their way. They do not align themselves with either the throne or House Dumir, and many believe that they have designs on the throne themselves. Emblem: a traditional theater mask with a neutral expression.

House Solendra (The House of the Sun): House Solendra are one of the oldest houses in Amarathia, and have always been contenders for the throne across history. They play the Game of Houses conservatively, focusing primarily on being they themselves untouchable, and having no skeletons in their closets to be revealed. They support the throne’s stance on tradition and are slow to warm up to change of any sort. Emblem: The sun

House Alumaine (The House of the Tower): One of the youngest houses, and the most vocal advocates for change. Their power base is small, but they have a lot of momentum and are swiftly gathering followers. They advocate drastic change - the monarchy being changed to a council of elected individuals, the inclusion of other races in the city’s workings and a diminishment of the nobility’s powers. They have a shaky alliance with House Dumir based on promises of change should Dumir achieve power. Emblem: A stylised castle tower.

 
Orlesia
Note: whilst characters can be made from this region for use in other places in Aelora, no RP groups are currently being run in it.


Orlesia is a largely human-populated realm in the midlands of Aelora. In its past, Orlesia has always been a fairly isolationist nation - trading primarily with the merchants of Kerador and the Altari of Amarathia, whilst maintaining peaceful if limited relations with their other neighbours, notably the Sylvani of Auredine and the Dwi'in of Dramath.

Since the lifting of the void's blight, Orlesia has quickly risen back to prominence on the continental stage. Its fortified cities and advanced building techniques stood strong against the armies of the void even as the population fled to remote strongholds like Tai'emroth. Its swift development has resulted in encroachment upon Elderwood Forest for resources, and conflict is beginning to simmer between Orlesia and Auredine.

The Monarchy:

Orlesia is ruled by a single monarch who has notionally absolute power within the realm. In reality, the monarch must compete with a number of other powerful figures - the Grand Matriarch of the Church of Marae most notably, particularly in recent times, but alongside the church the Commander of the Reaper's Eye has risen to prominence and power due to the size of his mercenary group. As well as them, the Grand Inquisitor and Mage's Guild Master hold a lot of political sway within their respective factions. More recently, as if this wasn't enough, the mysterious Verita Siere have entered into the equation, making the politics of Orlesia a true minefield of clashing authority.

The current king is named Alistair DuMont (Alistair IV), a man who divides the opinions of his subjects. Some view him as a noble champion of the people, taking action to defend the realm from incursions from its feral and uncivilised neighbours - those who abandoned them to their fate during the void blight. Others view him as a cruel, power-hungry villain who seeks to exploit the resources of the neighbouring forest nations to strengthen his own rule. In either case, he is the first monarch in centuries who has set himself against the country's elven and fae neighbours quite so prominently. Whispers of war pass the lips of citizens who fear the inevitable retribution from the mystical races.

The Church of Marae:

The Church of Marae are perhaps the greatest power within the Kingdom of Orlesia, due to their immense sway over the King and the reverence with which most of the population hold them. Led by the Grand Matriarch Estelle De Viere, the Church has multiple arms with which to exercise its power. This is even more true as of late, as the Church has used the fragility of Orlesia in its restoration to spread its power, taking the monarchy and the mages' guild in a vicelike grip as the people turn to Marae for protection and prosperity in the trying times they face.

The core of the Church is its priesthood. Composed almost entirely of women, few towns or villages are without a Priestess of Marae to run the local chapel or church, and most cities house many members of the clergy. Viewed as wise women, healers and figures of authority, anyone who dares harm one of their number will inevitably find an angry mob at their door in short order.

The Church's doctrine is a conservative one for Aeloran nations. They tout magic as a dangerous and unpredictable thing that all should be wary of, and spread fear of it amongst the populace. It is also decidedly humanist, and though not zealously xenophobic, it names humanity as the chosen people of Marae, and as is the case with all philosophies, there are those who would take that to an extreme. With regard to social liberties, the Church is less overbearing - sexuality, gender and (intra-human) race are not significant issues within its teachings (although it is a matriarchal religion, with men barred from the high positions of authority in the main church body). Religious marriage is open to all sexualities, but not to nonhumans. Similarly, nonhumans cannot hold positions of authority within its ranks.

There are murmurs of discontent amongst the Church's ranks regarding these humanist philosophies, particularly amongst those who lived within Tai'emroth, the city of all nations and races. There are ranking members of the clergy who demand equality for nonhumans vocally.

Church Ranks:

  • Grand Matriarch (the head of the Church)
  • Seraphim (the Grand Matriarch's personal agents, usually chosen from amongst the ranks of the Clerics. Though potential candidates to succeed as Grand Matriarch, usually the Seraphim are more inclined to martial or intelligence-based pursuits, acting as the eyes, ears, and hands of the Matriarch)
  • Grand Cleric (the most revered amongst the Clerics and Mother Superiors, who hold authority within the Holy City of Maraesa; it is from their ranks that a Grand Matriarch is chosen, and they who advise the grand Matriarch)
  • Cleric (possessing authority equal to a Mother Superior, Clerics are missionaries who travel Orlesia and other lands to spread Marae's word and lend their compassion to the people)
  • Mother Superior (a regional authority with charge over matters concerning a number of towns and villages)
  • Mother/Father (usually the highest authority within a town or large village, in charge of one or more churches - highest rank a male can hold)
  • Sister/Brother (fully ordained member of the Church, may operate a small village's church or assist a Mother/Father in a town)
  • Acolyte (assistants to higher ranking members of the Church - only rank nonhumans can hold)



The Inquisition:

The strong arm of the Church is the Inquisition. Unlike the other branches of the church, the Inquisition has more male members than female, though there is still a greater number of female agents than might be expected of a martial organisation. Skilled investigators, trackers and interrogators, the Inquisition are almost universally feared - and rightly so. Inquisitors travel the land seeking out any who would dare spread religions other than that of Marae, branding them heretics and taking them into custody (usually to never be seen again). They are also responsible for the control and policing of mages, seeking out those who practice magic without a seal from the Guild and either forcing them into it, or ending them entirely. Even those with a seal are not spared the scrutiny of the inquisition, and a mage need only step slightly out of line to find his or her self at risk of being 'disciplined'. The current Grand Inquisitor is a man by the name of Victor Creed.

Inquisition Ranks:
  • Grand Inquisitor (the leader of the Inquisition)
  • Senior Inquisitor (a small collection of the most insightful Inquisitors who act as something like spymasters for the rest of the order)
  • Inquisitor (the core of the order, the field agents who seek out heresy - each Inquisitor reports directly to a Senior Inquisitor)
  • Blade of Marae (the Inquisition's soldiers, those not possessing the wit or insight to become an Inquisitor who instead serve as glorified muscle for the order)
  • Initiate (newly inducted members of the order who have yet to earn a rank either as an Inquisitor or Blade)


The Verita Siere

The third and final branch of the Church, and the most recently formed, is the Verita Siere. The "Sisters of Truth", these women are few in number but there are few figures in the kingdom who inspire as much reverence and fear as they. It is common knowledge that all of the Sisters are magically bound to never speak a lie, but equally common knowledge that they are experts at wording themselves so as to remain mysterious despite it. Rumoured to live for an extremely long time, all are practicioners of a strange and unique Divine Magic, considered alien even by mages and clerics who cannot sense nor interact with it, and often take the role of judges in trials. If the Inquisition are feared for their brutality, then the Sieren are feared for their unparalleled coldness - rare is even the most skilled charlatan that can read a Sister's face. The Verita Siere are led by the "Aeterna Corona", or "Eternal Crown", currently a woman by the name of Amara Cassine.

Verita Siere Ranks:
  • Aeturna Corona (the leader of the Verita Siere)
  • First (the Firsts of the Verita Siere are the most revered of the Sisters - outsiders are unclear on what exactly qualifies one of them for this position, but if the Sisters are intimidating for the sense of mystery and power about them, the Firsts are terrifying in an equally baffling way)
  • Siere/Sister (the core of the order and what people think of when they are mentioned, all of the Siere are eerily similar in their manner on the surface - cool, unshakeable and utterly confident in their power)
  • Novice (the Sisters-in-training, the Novices of the Verita Siere lack the unidentifiable quality that the Siere have that makes them so intimidating. When a Novice graduates, they seemingly transform overnight into bearing the cold and unwavering mask of the Siere)


The Mage's Guild:

The mage's guild in Orlesia is an organisation founded by the Church in order to regulate magic-users. Anyone with magical ability, or anyone who wishes to learn to practice magic, is required by law to register with the guild and receive training to control their magic. They are kept within guild grounds until they earn a guild seal that certifies them as able to practice magic unsupervised. Though the guild consists primarily of arcane mages, there are a smaller number of natural elemental sorcerers and other less common varieties of spellcaster registered as well. Supposedly the guild is controlled by a guild master, a mage themselves, who works in the interests of mages rather than against them. However, most know that the guild master is constantly under the watchful eye of the Grand Inquisitor to ensure that mages don't get a little too much freedom, putting the public at risk. The current Guild Master is Eleanor Morne, an arcane wizard. Eleanor is viewed as conservative, and many are dissatisfied with her willingness to abide by the church's new harsh laws. Some go so far as to call her a puppet of the Grand Inquisitor and Matriarch.

In the past, the mage's guild was truly an organisation run by mages, for mages. But since its reformation in the restoration of Orlesia, the Inquisition has held all mages in a vicelike grip. Church doctrine has always maintained that magic is a danger to humanity, and the institution has used the fragility of Orlesia in its reconstruction to assert its authority, clamping down on magic in particular.

Guild Ranks:
  • Guildmaster (the leader of the Guild)
  • Exalt (the highest rank outside the Guild Master, the Exalts are the most accomplished and powerful mages of the guild. Though they possess greater freedoms than most, they are often also the most watched)
  • Councillor (a mage respected and capable enough to be voted onto the Guild Council, the collective responsible for voting on issues and policies. It is very rare that there is an Exalt who is not also a counscillor)
  • Professor (a mage who has a teaching position in the Guild)
  • Archivist (a mage responsible for maintaining the Guild's knowledge)
  • Adept (a mage acknowledged as fully capable and autonomous, but who has chosen to take no other role in the Guild)
  • Journeyman (a mage who has recently earned their Guild Seal, but who is still required to return to the Guild at least once a month. A mage must go a year without any form of reprimand or sanction to advance from Journeyman to Adept)
  • Apprentice (a student mage who has not yet earned their Guild Seal, and who is not permitted to leave Guild grounds)


*note, Professors, Archivists and Adepts are equal in authority

The Reaper's Eye:

The Reaper's Eye have risen to power since the reclamation of Orlesia from the void, the legacy of a particularly skilled division of Tai'emroth's military, formerly led by a woman called Shana Correthe. Correthe was killed in the war against the void, and her lieutenant Marcus Teverin assumed command. Orlesian by heritage, after the war was over, Teverin led his unit back to Orlesia with him and they quickly established themselves as a power in the recovering nation - a fact the church, monarchy and inquisiton alike resented. They occupied the city of Revinter and made it clear that they intended to be the authority there - despite notionally acknowledging the authority of the crown. Wishing to avoid bloodshed so early on in their recovery, Alistair allowed them to remain - a decision he now sorely regrets.

A well trained and equipped legion, they have since cemented their base of power, recruiting men and women of all sorts to their ranks, including many former Tai'emroth military. They accept members of all races, and mages with or without guild seals, and much to the Inquisition's displeasure refuse to hand over untrained mages to them, stating that their own training is more than comprehensive enough. The emblem of the Reaper's Eye is enough to give many Inquisitors pause when confronting a mage without a seal. Their leader Marcus is characterised by a face mask in the design of a skull rumoured to cover a brutal scar, and is reportedly feared even by his own men for his cold-hearted lack of mercy.

Ranks in the Reaper's Eye:
  • Lord Captain (the leader of the band)
  • Captain
  • Lieutenant
  • Sergeant
  • Corporal
  • Private


The Crimson Watch:

The roads of Orlesia find themselves a battleground of late. Over the last two years, a bandit group known by the name of the Crimson Watch has grown to prominence, raiding settlements and ambushing traders across the entire kingdom, and evading all efforts from the King's men and the Reaper's Eye to wipe them out. They are unusual in their tendency to target officials and military convoys with greater frequency than average travellers or merchants, and some say that there is more to their campaign of banditry than simple fortune-seeking. Their leader, known by the name Bloodhawk, is rumoured to never miss even the most impossible shot with his bow.

Little is known of the internal workings of the Watch, but reports indicate that they possess a large number of elven members, and even fae and mira have been sighted in their ranks. This has resulted in many accusing their neighbours in Auredine of being behind the Watch's activities.

 
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Auredine

Note: whilst characters can be made from this region for use in other places in Aelora, no RP groups are currently being run in it.


Auredine is a monarchy-based nation comprised primarily of sylvani elves, located deep within Elderwood Forest in Aelora. It is a relatively small nation, comprised of a single capital city (Aureva) and a number of smaller towns scattered around near it.

It is a mystical realm that culturally places great reverence on spirits of nature and balance, and druids amongst them are treated with the respect of religious figures - given the title of Ellunae: ‘spirit-guides’.

Auredine’s structures are created in tandem with the forest. Rather than harvesting wood for their homes, the sylvani elves use their magic to form them by influencing the trees’ growth. They call these beautiful, organic buildings the Erulinholm - ‘spirit-homes’.

The forest within Auredine’s borders is not an untouched wilderness, however. Paved pathways have been laid between their settlements to allow for wheeled carriages to travel within the realm, which are lit by hanging lanterns. The growth of the forest around them has been encouraged away from them via the same magic used to create the Erulinholm.

The current Queen of Auredine is named Naene Elusai. The Elusai line has ruled Auredine for countless generations, and was even maintained during the void blight. Naene and her ancestors before her sat upon the throne in Aureva, and so too did they represent the Elderwood sylvani on the council of the mountain stronghold Ta’iemroth during the blight. Naene herself held that position until she led her people back to their ancestral homeland. She has two sons and two daughters of varying ages by her King-Consort, Sinaron Elusai.

Auredine’s military is not expansive, but that which exists is elite. It is largely divided into two portions. The Arbor Wardens patrol the realm itself, watching for threats in the form of beasts or more monstrous creatures that roam from the darker portions of the forest. They keep the towns and Aureva itself safe from within, and are largely comprised of archers and ranger-like warriors. The other is the Arbor Vanguard, the more traditional military of the nation. Well armed and armoured with oft-enchanted equipment, it is a small and elite force responsible for any outward warfare that the nation requires, and for defending its borders.

 
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Ilyria

Note: whilst characters can be made from this region for use in other places in Aelora, no RP groups are currently being run in it.

Located within Elderwood Forest in Aelora, Ilyria as a nation is very different to most. Where other lands have towns and cities, Ilyria’s denizens seldom congregate in great numbers anywhere outside the Glade. There are no roads or developed land to be seen anywhere in the dense forest realm, and yet both the sylvae and their guests are able to traverse it with great ease.

The most obvious difference, however, is their governance. To an outsider, the Ilyrian Courts are utterly baffling. There is no semblence of order, seemingly no hierarchy of authority, and apparently no ruler to be spoken of. Visiting ambassadors usually find themselves at a loss as to who they’re supposed to be talking to.

This is because the Ilyrian Courts are as fluid and changing as the seasons. Those who spend enough time with the sylvae learn that rather than any single government, the realm is ruled by a conglomeration of different powers that come together in a chaotic dance to make decisions for the realm as a whole only once in a blue moon. From the dangerous and violent ways of the Court of Thorns, to the caring and gentle manner of the Court of Flowers, the sylvae are as unpredictable in rule as they are in anything. The majority of the time, the factions of sylvae act completely independently of one another.

At present, those that could be considered amongst the most powerful entities within the realm, and their associated courts, are only half a dozen in number. This is unusual for Ilyria - in the past, this number has been far greater, and thus even more confusing. They are:

  • The Court of Thorns, led by Oronel, the Lord of Thorns - known for being one of the most violent and warlike of the courts, they disdain outsiders of all sorts and hold martial prowess in extremely high regard.

  • The Court of Flowers, led by Nicola, the Lady of Flowers - known for their gentle nature, the Court of Flowers are the most welcoming and pleasant of the courts, and hold beauty in high regard.

  • The Court of Memories, led by Emyria, the Lady of Memories - known for their dedication to remembering the old ways and both gathering and preserving knowledge, they are introverted and wise, and respect knowledge above all else.

  • The Court of Songs, led by Imran, the Lord of Songs - known for their cheerful and boisterous nature, the Court of Songs are jolly and charismatic, and pine for the arts of song, dance and comedy above all.

  • The Court of Leaves, led by Lethil, the Lady of Leaves - known for their attunement to nature and their spirituality, the Court of Leaves are serene and protective, and to them, balance is everything.

  • The Court of Madness, led by Sahnin, the Lord of Madness - known simply for their unpredictability and mania, seeming to place value on both nothing whatsoever, and everything possible at the same time. Even their fellow sylvae can scarcely guess what might be going through their minds.


There are many other lesser courts, but few of the sylvae can rival those six figures in raw fey-drawn power. Rank amongst the Ilyrian sylvae is derived from a mixture of political wrangling, public opinion, and power. Most leaders are at the pinnacle of all three. Not all sylvae are members of a court, though they are generally considered by default to be members of the 'Uncourt'. Uncourt sylvae are commonly the most 'normal' of the Ilyrians, and possess what can be considered the most logical viewpoint on internal and external affairs, many of them striving to do what is best for the realm as a whole irrespective of courts. There are others still who care for none other than themselves.

 
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Mighty Urugar

Mighty Urugar is an Orcish Despotism, Centered around the city of Urugar. It is ruled by the tyrannical dictator Uruk’sh.

History

Long ago Orcs were ruled by an autocratic king known as a Kezh. This title comes from the common word ‘King’, but denotes an even higher power. Then the Void incursion occurred. As Aelora fell to the creatures of beyond, so did the Orcs under Kezh Sudigog. The Kezhdom was lost, and only a handful of orcs remained among the mountains.

Two millennia would pass, and the orcs went into hiding. Hunted where ever they go, they develop into warriors; Hateful of the void, spiteful of the enemies. They began to turn on one another.

Orc population dwindled even deeper, before came a Prophet: an Orc by the name of Marakphar. Marakphar would teach his people of a ‘Great Unseen God’ and Introduce a code of honor, promising to return the Orcs to greatness should they follow the Book of Marakphar.

Eventually, the Elysian Vanguard returned. Orcish power would centralize into a large city, known as Urugar, which would be led by a theocratic Court of Shamans of the Unseen One. But as the city grew, the rift between the priestly Shaman class and the ordinary classes grew also, eventually brooding hate and resentment between the people and the all too distant rulers.

Enter Hagub, a half-orc warrior who began to teach, slowly and surely, a different sort of history then the Shamans. In his history, the Kezh were shown in a positive light, heroic even, as opposed to the Shamans opinion that they were autocrats. Hagub would convince the people of Urugar that the Shamans were failures to rule, and that the Unseen One was a false deity invented to protect the species, he taught that the Marakphar was no longer needed. He taught that it was time to return to orcish roots. Soon began a propaganda-war between Hagub and the Shamans of Urugar, one that Hagub would win, although not in his lifetime…

Hagub’s propaganda was accepted by the inner city workers, and the warriors, and then the historians. Hagub would die an old orc of mysterious causes, not six months before a bloody civil war would break out, with his young protégé leading the charge. Uruk’sh, apprenticed to Hagub, would lead the people to victory, but not to freedom.

Now with ultimate power, Kezh Uruk’sh would start punishing the shamans for their leadership. Those who began to object, however, would find a similar fate. It would be ten years before it fully sank in; Bloody incursions, one after the other, with increasely weak excuses, would show Uruk’sh’ lust for blood and power. But Urugar would get the worst of it; these weren’t crusades to uphold honor; these were the power grabs of a lunatic. Urugar was now the war-machine of a mad king, bent on uniting all orcs in a brutal dystopia with the sole purpose of feeding him power.

The Kezh

‘Kezh’ is a title from the Orcish language which roughly means ‘High King’. As Kezh, Uruk’sh has absolute power. Kezh Uruk’sh began his reign with a strong base of propagandizing figures and now has torn the Marakphar down to be merely a joke. Uruk’sh has been in power about 35 years to this day.

The Common-folk

Commoners of Mighty Urugar do not have many luxuries, which are usually given to the imperial mouth-pieces and the Kezh himself. People stay loyal to the Kezh under the firm dogma that it is the stubborn bordering tribes, or evil foreigners, who are sabotaging the nations efforts. But in all honesty, the people don’t rise up against Uruk’sh because they simply can’t, without any form of self-defense or training, as all warriors are still loyal the Kezh for the benefits of being the ‘Ruling Class’. The punishment for getting out of line is harsh. But despite everything, there is enough fear and anger that the people remain nationalistically patriotic to their nation, believing that even in harsh times, they themselves may prove to be as strong as their ancient ancestors.

Non-Orc citizens

Not all citizens are orcs, although a majority is. While the Orcs tend to be either delusionally nationalistic, or part of the ruling class, non-orcs are usually simply oppressed and far too weak to fight back. Most are descendants of immigrants who came to Urugar before the uprising.

Laws

Besides the Marakphar, which more-or-less teaches followers to be honorable in battle and treatment of others, the people must contend with laws that are both written and unwritten (simply to stay on the kezhs good side).

· Weapons are forbidden in any form, this includes some farm equipment.

· All citizens must obey Curfew.

· All Citizens must pay taxes accordingly to their wealth.

· A Soldier of the Kezh’s word is law as long as it does not conflict with the Kezhs word, which is the ultimate law.

· Disobedience against a soldier is punishable by any means deemed necessary at the time by the highest ranking officer.
 
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