Equinox Equinox Information

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Knosis

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Equinox

Equinox is divided by two super continents and several, very tiny sub-continents. The larger of the two super continents is known as Penumbral and expands across both hemispheres. Across a vast ocean, lays the second smaller continent known as Eclipse. The smaller continents do not have names except for the locals who live upon them.

Penumbral, due to its vast size, has multiple types of landscapes. To the north lie the harsh lands of snow and mountains. The climate is always cold, however life has found a way to go one around the absence of warmth. The ground is typically too hard to dig too far in, as the land here has been frozen since time forgot. This means what grows is typically shallow rooted, including the trees that have survived here in the harsh environment. Despite the tough exterior, once one breaks through the barriers, precious gem stones and metals of odd and extraordinary colors can be found. Old forests do linger here, their roots woven in and out of the earth and within each other, trees as tall as the giants of lore of the people who thrive upon these lands. To the far north, the old creags give way to the waters sharply, and is often referred to as, 'the end of the world' due to the shear drop off the edge into the icy waters hundreds of feet below.

To the south, the rolling hills and fertile valleys of Lyris tend to be warm and humid, giving the area the informal nickname of 'The Summerlands'. Sheltered by the mountains that form its northern border, the weather tends to be moderate, except when the sea spawned storms drench the otherwise sunny land with weeks of rough winds and violent downpours. The hills seem to extend even into the sea in the form of island chains to the south. The sea there is often very dangerous when the tide is low and submerged shoulders of rock sometimes peek between the waves. Betwixt these extremes, mostly one finds meadows and fields, frequent thickets of bamboo, and small, well tended forests, shading into swampy areas and stony slopes nearer the mountains. The area has been hospitable to humans for centuries, and the ruins of fallen civilizations dot the landscape frequently with marble statues and square cut stones.

Sitting between the frigid north and the sunny south are the drab lands of the west, a harsh place framed often with overcast skies and darksome waters. Dominated by the mountains that Lyris relies on so heavily for protection, Zeelow is split almost evenly between cold, scrubby highlands in the east and grey, muddy lowlands in the west. The former is country more suited as a defensive barrier than a homeland, with craggy peaks jutting out above barren valleys, but the Zeelanders have eeked a living out of the highlands as they boast some of the richest and most consistent veins of iron ore in the known world. Their countrymen along the coast have a slightly easier life, between trawling the cold seas for whatever they might dredge up from their depths and tending to the tuber crops the Westrons manage in the fields, feeding Zeelow with their bounty. Despite the grey skies and muddy moors, in the waning hours of the day one discovers just where the west got its moniker - the overcast clouds become a canvas for the sun, weaving a tapestry of reds and oranges into the sky as it sinks into the sea.

To the east, the land is full of open, rolling fields that turn into mountains around the coast. Its rich with rivers, life, and precious metals, most notably silver and copper. Its full of streams, bubbling brooks, and rapids, on top of the occasional bog. Real dry land is scarce when one travels further away from the mountainous coast, which is where most of its cities, keeps, and castles reside, the heart of the Araucollem's civilization. The outer lands near the borders are much more wild. Much less attention has been given to trees and forests, for, like solid land, they are scarce, unless cultivated.

The second continent will be developed if and when it becomes relevant to expansion.

Rules:

1. There are no fast communications between realms. It takes time for information to be passed from area to area. Messengers will need to be sent for important information and can take days, depending on the area in question, for that messenger to deliver the information(if he/she isn't intercepted along the way.)

2. True "Magic" will exist but will be very minimal and low key. Other magic in the world is something that could be explained in a more advanced period of time as scientific.

3: Reference time period: High, changing to late middle age era.

4: "Advanced" technology is something in the works. In the previous wars, they were won or lost on the battle field with weapons such as swords and shields, or primitive siege weaponry.​
 
General Laws for Penumbral:

Adultery/prostitution allowed? - Allowed, although highly frowned upon by society.

Alcohol and at what age? - Not regulated by the High Court.

Rules of combat? Fights to the death are permitted, as long as both parties are in agreement with one another that this is the only way to settle the differences. However, it is highly frowned upon in society to settle disputes through this means. If one party does not agree, then a fight to the death is not permitted, and is therefore considered as murder. Murder is punishable, if convicted, by death by either hanging by the neck until one is dead or by being stoned.

Rules of marriage and what age?
More egalitarian in nature. Marriage permitted at the time the person is considered an adult(13).

Adult Classification age? 13

Slavery? Not regulated by the High Court.​
 
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The High King - Victor Martel

A man who once was a peasant himself, once overthrew his lord in a rebellion of the people and unhinged the fate set upon him from birth. Through countless negotiations and battles, he earned the loyalty and the trust of the common man, which essentially became the downfall of the two kingdom's separation and the beginning of a jagged unity of his empire. He has earned his respect and has ruled for many years with an iron fist. However, time has not been kind and the dearly beloved king is not long for this world.
Celestial Court

The Celestial court was created and enforced by Victor Martel. Shortly after coming to power, Martel began to lay the groundwork for what he considered to be his crowning achievement - the Prima Carta, or First Charter. The first attempt to create a universal code of law for Penumbral, the Prima Carta divided the law, and its application, into three primary fields: persons, things and actions. The individual's rights, whether serf or nobleman, were reinforced, though all might not have seen it in such a manner. The various religions of the land were granted protection, both from the state and from general persecution, and everyone was made subject to the law, regardless of their birth or occupation. While the passing of this document has only solidified his position with the common people, and cemented his position as a populist, Martel made several enemies, public and private, with such a venture.​
 
Kingdom of Noire

The Autumn Marches: Known to its inhabitants as Zeelow, or the Westlands. Its inhabitants are known as Zeelanders or Westrons.

  • "Capital" - Althourne (http://i.imgur.com/VXCBDBg.jpg)
  • Anglo-Dutch lingually, Anglo-Frankish in social structure.
  • Geographically a harsh and unforgiving place, the Westlands are divided between the highlands to the east and the coastal low-lands to the west. While the hardy hill-folk of the east make their living off of cattle and sheepherds, the lowlanders find themselves aptly suited to agriculture and working the many rivers and the open sea, their bounties being wheat and fish. The true value of the Westlands lays in the hills and earth itself - mineral wealth flows through its bones, the ore of the region proving the lifeblood of the marches' economies. (http://i.imgur.com/WVEONov.jpg)
  • Polytheistic, the Western Pantheon is born from Blianian tradition. But in the modern age, their primary god of focus is not earth, sun, sea or night. Instead it is Zega, the dual-aspect of wisdom and war, a cultural concept born from a history as an unintentional buffer state. It is from her name that the western word for victory - Zege - is derived. War itself is revered in their society, their knightly orders a central element to their social structure, though in Zega's manner it is not taken lightly.
  • Feudalism, and indeed its close cousin chivalry, is alive and well in the western marches. Another product of the warfare that changed so much of their culture, the knightly orders are the linchpin of the hierarchy in the region, providing a source of martial prowess as well as a symbol of authority. Men and women alike serve in the levies of the west, and though female knights are more scarce than their male counterparts, they too ride into battle under the ochre banner.
  • The current holder(s) of the Archduke's title is House Beringar(http://i.imgur.com/YyBlm8K.png), masters of Althourne. While not having sided with the King for all of his wars of unification, Beringar saw the coming storm and awaited the proper moment to declare support for Martel. In time, this already-landed family seized the day, and managed a fat cut of power in the post-war realignment of the west. While perhaps not the most vehement allies of the king, Beringar pays respect to that which brought them into power, while maintaining their own hegemony in the west.
  • There is no true centralized, overarching leadership or administration in the Western Marches, in-fighting amongst themselves is a common sight, and, while politically motivated, there hasn't been genuine civil war in centuries. But despite all of these duchies, baronies and counties squabbling, they are united by faith and by a common tongue, and more often than not inadvertently fall into their old role as a buffer when threatened from without.
  • Various Locations: Drunnen, Almere, Zeist, Wijkton, Petten, Stavoren, Texel, Marum, Diever, Darp, Emst, Winsum, Nes, Wommel, Marden, Yalding, Hawken, Goudhurst, Stalis, Bicknor, Middel, Ospringe, Warden, Hockley, Althourne, Ostend, Rawreth, Writtle, Frynring, Laver, Tye.



Winter Realm: Known by its inhabitants as Bliania.

  • Capital - Sidhe - http://www.presidiacreative.com/wp-c...s_HD_-0035.jpg
  • Old celt inspired. Have more respect towards loyalty and honesty than anything else. Has a feel for the old world and is usually more 'one' with the world around them. Hardy people, work hard with the land and the animals they are given as harsh living conditions require the people to do so. Stubborn and prideful, though their anger is slow to rouse. Long memories, tend to remember well who their allies were and betrayals.
  • Pagan in their beliefs, no one clan within the realm believes or understands the beliefs of the clan next to them. However, they all agree that they will all wind up in the same place, returning to the earth for the final 'Feast'.
  • Most women are treated as equals to the men, due to the nature of these people. Men always went off to fight, so it was up to the mothers to train warriors. The exception, however, are often the young noble ladies. They were taught the art of sword play for protection, but more often than not, they were wedded off in political moves within the realm.
  • Often trouble between the clans, and tend to go by the family names and ties. Often when the head of a clan marries off a daughter to another, it means the other clan gains a quarter of the assets of the lady's family in good favor to ensure she is living the life she is use to. This is an unspoken rule, not dictated in the laws of the land, but more so tradition that's passed on through the years.
  • Generally lives in conditions too harsh to create a large market through livestock or similar wares, the north is known for being miners by trade. The ground of Bliania is tough, normally frozen solid and after a shallow bit of clay and dirt is solid bedrock underneath. The Blianians have learned how to cut through the stone to what lays within, be it marble of extraordinary color to precious gem stones and metals. Those who have chosen not to work the mines, usually become hunters by trade. This trade is typically seasonal, and normally payment comes in spurts however, as the pelt of the warger(wolf-like creatures) and the dunar(wooly deer creatures) don't normally sell well during the 'warmer' months. Women have also gotten very talented at taking the wool of the dunar and creating clothing from it that is known for its incrediable softness, yet durable enough to be considered light armor.
 
The Kingdom of Argent


Spring Lands: Araucollem - The Land of Silver Hills and Rivers

  • A folk as two sided as a coin. Revere life, growth, youth, a culture of crop growers, animal breeders, singers and dancers, favoring religiously influenced politics. On the opposite side, secretly, the culture as a whole, or the portions that matter anyway, have a fanatical obsession with death, and its role in the cycle of life.
  • Polytheistic, they worship the four aspects of spring; Inclinus, Lepicado, Ceregre, and Falcataber, the Fox, Rabbit, Sheep, and Serpent respectively, each one ruling over a different aspect of everyday life. A secret god, one not spoken of publicly or to foreingers is Celertum, the Vicejaw, god of swift, cruel deaths.
  • Inspired by ancient Roman in terms of societal structure. A strong emphasis on expansion, though they tend to favor diplomatic means of accomplishing these goals. Despite their reputation as life loving farmers and lovers, most noble family's in the other regions remember very well what happens when you rouse the Houses of Spring to war.
  • Capitol: Arorakh - The Twin Cities of Misty Flowers - https://s-media-cache-ak0.pinimg.com...dace094dc7.jpg (Two cities who are both dependant and independant of eachother, one focuses on military and industrial aspects, the other on art and cultivation of food, though both have aspects of each. Both are ruled by the same family, the Arluanus. The city focused on war and progress being positioned on the north side of the river, on the open plains, as to protect its sister city, which is defensively protected by a large river, the Magnus Serpens, and the small mountain range behind it.) Notable locations inside the twin cities, (which city will be marked by either an (E) for east, or (W) for west.):
  • -Court of Flowers (W) - A lavish mainstreet that begins in the in the middle of the city, running in all four compass directions. It is a gardened, double wide avenue, with peridoicly placed fountains. Many businesses, inns, and brew houses are set up alone its many sides and corners. A gathering place, a social hot spot, a cultural gold mine of the Spring Lands.
  • -Tower of Herba Argen (W) - One of the two towers that is controlled by the Arluanus family, thus, one of the two towers that controls the city. A massive spire of marble and silver, it serves as the headquarters of governing for the Spring region, and is here that the civil-minded members of the long established family reside.
  • -Tower of Bellum Argen (E) - A tower identical to its sister, this one houses the half of the family that controls security and war efforts. It is also the main house of the family, having been built first. Its many sides are lined with the banners of felled houses and long destroyed foes.
  • -The Gardens of Hedon (W) - Built by a long dead Patriarch of the Arluanus family, this is a hedonists dream. Brothels, oppium, and shadier things surround the city's oldest vineyard, the well known and highly respected Silvergrape Cask, which turns out some of the most consistent, high quality red wines immaginable.
  • -Blood Dunes (E) - A two ringed coliseum, one side hosting blood sport fights between convicted criminals, the other hosting sparring matches and competitive athletic competitions. Both are viewable by the public and both are a huge source of income for the Arluanus, as gambling on fights is both legal and encouraged.
  • The Arluanus (http://i859.photobucket.com/albums/a...luanus.jpg.png ) have held the title of East-Lords long before the established kingdom and did not give up their lands or laws willinginly. The family is some of the oldest blood in the land, and are a people of thoughtful decisions, harsh judgement, disarming smiles, cruel manipulations, verile men, fertile women, excessive wealth, and most importantly, eyes. Eyes everywhere, watching each serf, knight, thief, and lord. The Arluanus are above nothing else, a paranoid, cautious people whose wrath has not been stirred in many moons...because why be angry, when a problem is taken care of before it starts? They are much loved, and much feared, such as nobles are, taking what they wish and giving generously at the same time.
  • While not at war, the military is never at rest, will daily drills on the massive bridge that spans the river, the Highsun Crossing, as well as pangentry festivals and tournemants dedicated to chivalry and mastery of arms.
  • Major Exports: Wheat, Rice, Grapes (Wine, jammy Old World style reds), various vegetables, copper, silver, war horses, leisure horses, various wet-climate livestock (pigs and water fowl), and the local delicacy, Vicejaw, (think 13-20foot long fresh water bearded crocodiles that are sometimes/rarely seen in the Magnus Serpens) (Image of Vicejaws, Male, Female, and Hatchling: http://img04.deviantart.net/eaaa/i/2...rvasstudio.jpg )
  • Other towns and hamlets adorn the country side, mostly nameless except for those who live there and in official decree. Some of the notable onces include Marink(silver mining), Jord(copper mining), Bloomflor(argicultural-plants), Centra(border town focused on trade) and Spearpoint (a town reputed for its history of esteemed warriors).
  • Other Families of import, who are also bannermen of the Arluanus's are the Clyaers, the Florets, the Brunedons, the Tellums, the Lurins, and the most loyal to their liege lords, the Gladiks. Many other smaller houses, lords, and knights dot the country sides, all sworn to their own lords, but all serving the Arluanus, either out of love, respect, or fear, or in some cases, a hefty dosage of bribery.
  • (Marcus is the head, firstborn son is Leontinus)


Summerlands: Lyris

  • Capitol- Viga, a “fortress city” carved into a rocky plateau, primarily used as both a military stronghold
  • Inspired by feudal/imperial China. Similar confucian social structure, and a culture that relies heavily on duty and honor.
  • Some Lyrisians follow faiths that spread from the East or West, though the local religion is a combination of animism and ancestral worship, and varies from locale to locale.
  • Traditionally men are to work and women are to stay home and tend to the house. While this has been considered the norm, influence from the other kingdoms has softened these expectations to the point where the sexes are treated equally in many cases.
  • The nation is extremely decentralized with a many-tiered feudal hierarchy that leads from the lowest local petty lords to the King of Lyris. Infighting between factions in Lyris is not only unavoidable, but nearly constant.
  • While the ground in Lyris is fertile, much of it is not flat, or is filled with incredibly dense forests of trees and bamboo alike, particularly the latter. These jungles are home to flora and fauna that are exotic to the rest of Penumbral, and the harvesting and hunting of these creatures is a common export product.
  • Metal, particularly iron, is often imported from other nations. While they have some natural iron deposits, those alone are often not enough, and as a result many things are made of wood and stone when metal is unavailable.
  • A tradition of renown in Lyris is the Hunters, an ancient profession that originally hunted the vicious beasts of the South, and now performs any number of civic duties, adventuring and protecting the land when the noble houses cannot.
 
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