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    Barbarian in the Playground
     
    Anti-Eagle's Avatar

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    Default Ascendancy: a developing Gameworld

    Ascendancy

    "It is now the 2660th year of the world by the Auroran Count, the 1900th year since the gods arose, and by my count the 1573rd year since the first of the cataclysms. It has been 726 years since the return of civilization, 720 years since word of the Yellow thing began to spread..."

    "It is by the blessings of the dead ones that I have lived to see this day and it is by the curses of the dead ones that I have suffered to see this day."

    "Sinan is gone..."
    "626 years have passed..."
    "A new time of industry has begun..."
    "The grip of the Ascendant has weakened on the Earth..."
    "Men walk the lands again, reclaiming their former glories..."
    "One day at a time..."
    "An age of man..."
    "A storm is coming..."
    "A new destiny..."

    - fragments of a lost diary

    Hello. This is my second draft of an attempt at writing a setting for a game, built off of games that came before it, more specifically built on my previous attempt "Only Ruins." 'Only Ruins' was a world barely held together after an apocalypse, in which people were trying to begin again amongst the ruins of an age of wonder. 'Ascendancy' is a game set 726 years in the future of that world as society begins to come together again.

    My plan is to post a setting guide over the course of the next month or so, expanding what I've written as time permits and more is submitted to me by players and participants. Rules will be posted around Halloween, and my current projection for beginning recruitment is around Christmas or New Years.

    Feel free to speak, discuss, and critique should you feel the need to. The links below lead to information released over the past couple of years, including game threads.


    Last edited by Anti-Eagle; 2019-01-01 at 10:30 PM.
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
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  2. - Top - End - #2
    Barbarian in the Playground
     
    Anti-Eagle's Avatar

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    Default Nations of the Argent Confederacy: The Ajivhan Khaganate (Part 1.1 of 3)

    Spoiler: Nations of the Argent Confederacy: The Ajivhan Khaganate (1/2)
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    Name: The Ajivhan Khaganate

    Spoiler: History
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    History: The Khaganate as a society is primarily descended from the Sammah Ajivha Tahna and the Aetherial Collective. Its origin lies in the end of the great war and the first of the cataclysms.

    As the Ascendant came into the world and the order of the third age began to fail elements of the Aetherial Collective's silver legion retreated to the unoccupied city of Onchesmos, the once capital of Driders of Saranda. Over the years as the Legionaries attempted to wait out the storm refugees and militias both from their own side and from their various neighbours were taken in and absorbed, and as the decades and centuries went on the nascent Khanagate grew from this fortress slowly as it began to attempt to settle and absorb neighbouring tribes.

    The Khaganate grew and spread over the centuries until its tents and people could be seen across the South.

    The world changed at the dawning of the fifth age, the ascendancy of Khagan Sinan and his desire to unify the people of the Khaganate under a single banner for the first time in its history since the cataclysms caused quite an upset. The ancient and occult nature of the man known as Sinan didn't help, and so after years of missionaries and bartering he began a crusade to take his homeland into a new age.

    He and his order slowly but surely unified Ajivha and the greater Khaganate in its purpose, and brought it under an order devoted to himself and his desire to see Ajivha and its Khaganate prosper. Armies were raised and cities constructed overnight. Walls went up across the Khaganate to protect from the ghost marshes, the Ajivhan wastes, and the Sea. The North and South were connected by rail line and telegraph. Even the world came into order with the founding of the Argent Confederacy.

    He founded a bloodline with a woman mage that he placed at prominence, a race of Golden Corvans, and after one hundred years in power left to lead an army of his Vatnahlifir special forces back to Grand Ajivha from which he had come.

    For the past 700 or so years his country and people have flourished and settled their ancient country, leading the world into a golden age even through the predations of Yellow and Spirit.
    Spoiler: Territory
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    Territory: The Ajivhan Khaganate is spread across the South and the South West as a collection of city states and nomadic groups, all working for the betterment of their people. Their capital and stronghold is New Ajivha, an ancient fortress-like city once known as Onchesmos constructed of an unnaturally strong obsidian. New AJivha is a fortress of a city surrounded on all sides by walls and the grand and massive city of Onchesmos, named in honour of the ancient drider capital.

    The forests and farms in and around Ajivha and the Khaganate are for the most part composed of the ancient and warped creations of the gods, created nearly two thousand years ago to improve the world.

    The influence and spread of the blackleaf trees, land rust, redpetal flowers, and spore of Andha is complete around them in their wilds, creating a nature that is strange and almost alien to those few lands that have yet to see these plants spread to them. It is these strange plants that have kept the lands of the Khaganate from turning insane with the wild magic within their lands and those surrounding theirs by apparently keeping the strange chaos of it in check, through one could suppose by their nature as a divine artifice.

    Across the Khaganate are works originally undertaken in the age of Sinan. Various trade routes, rail lines, telegraph lines, mines, distilleries, gardens, forest farms, military bases and fortresses, and all manner of things that cities have in time been formed around.

    Though few have ever seen it, the palace in New Ajivha even holds a garden of plants taken by the ancient Khagan Sinan from Arcadia, and cultivated by him. Its twin palace in the North, in the city of Mosaic is said to hold one as well.

    And in its fashion, crops of alchemical ingredients and even alcemicallly engineered plants can be found across the Khaganate tended to by state farmers to fuel the ever growing need of the many alchemical distilleries across the land and their production of stimulants and curatives.
    Spoiler: Races of the Ajivhan Khaganate
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    Races of the Ajivhan Khaganate: The majority of people within the Ajivhan Khaganate are Corvans, divided between the most well known bronze Corvans, the Harconin Silver Corvans, and the Gold Corvans whose bloodline can be traced to the throne of the Khagan. Throughout Ajivha are populations of Krakari, Luug, Human, Ray Das, and Yish, each filling a niche, most making up their own clans across the massive Khaganate.

    Corvans - Corvans in the past were a race born of the first burning of Ajivha, resurrected and bound to Gangari, Corvans appeared much as they were before aside from some changes. Their eyes changed, developing black pupils and a metallic bronze iris, and upon their backs the bronze living metal of Gangari grew into his spiral-star mark. They were strong, healthy, and keen of mind each. Each holding a natural tie to Gangari and an affinity for his magics. This blessing in it's time became a pact, and it's power was shared amongst those peoples who held Gangari in their hearts. This brotherhood eventually spread to all races and nations and it was this brotherhood that came to serve Gangari in his collective and during the war fought to bring his order.

    It's unknown at what point this racial identity became associated with the modern Corvans, the descendants of the old Aetherial Collective and a somewhat different race. The Corvans of the fifth and latter days of the fourth age are a collection of several similar races which claim Corvan ancestry and seem to have descended from Humans and Yish alike despite such a thing being impossible. Some believe this to have been the work of Gangari and others the result of almost constant exposure to mild wild magics over the generations.

    Modern Corvans on average are lithe, elven creatures bearing resemblance to both Humans and Yish. Details vary based upon their various hybrid natures and the course of their blood, but all of them have in common the marks of the old pact: Pitch black eyes and Gangari's star-spiral mark in bronze living metal upon their backs. It's known that some of the old blessing remains, with their hardy natures and ability to heal from almost any wound given enough time.

    Silver Corvans - Silver Corvans are cousins of the bronze Corvans more commonly seen, originating from the Harconin Protectorate. They have silver eyes and silver living metal spirals on their backs, and an affinity with living metal. Given time and training they're able to tap into the living metal and manipulate it to work impressive feats of science, magic, engineering, or art.

    Gold Corvans - Gold Corvans are a race of Corvan created by the Khagan Sinan the early 1100s to be a superior race. With blue eyes and a gold Star-spiral, their kind is readily identifiable as related to the Khagan's bloodline and are thus considered royalty, generally having social and legal status above their means. Shared amongst them, and generally kept a secret is the ritea they undergo at the age of eighteen connecting them further to the ancient Khagan, having shards of Simulacra crystal implanted into their skull which slowly replaces their brain and nervous system, giving them fragments of Sinan's memory and ensuring them a form of immortality.

    Krakari - Long, lean and lithe, the Krakari are an avian race with feathers and all. Their feathers vary from one Krakar to the other much like hair or eye color in humans. But instead of humans, the Krakaris are covered in feathers. Their face carry large eyes used to spotting prey from afar and beaks from when they had to tear them apart. The Krakari descend from birds of prey so their beaks are strong and hooked at the end. Their hearing is better than normal but not abnormally good.

    Their necks turn from side to side like a regular human being but they have a natural hunch in their back whenever their attention isn't piqued. When they are detecting noise, searching, listening intently or trying to intimidate something they raise their necks and reveal their true height. When they spread their wings, their wingspan are almost double their height. An average male Krakar is usually between five and six feet tall with the females between four and five feet tall.

    Their arms are deceptively long but are usually tucked at their sides with their small hands in the middle. Their arms are actually proportional to their bodies but muscle exists beneath their hands that hold the rest of their wing making it seem like they have their hands in the middle of their wings when at full length. Their hands are long, wiry digits with three fingers and a thumb with a perpetual cold feel to them despite the Krakaris being warm-blooded. They fold their arms and keep them at their sides making their wings tuck neatly next to their body. It acts as a natural cloak if need be and water usually slides right off their feathers.

    The Krakari have very strong legs that bend slightly backwards with talons at their feet. Their talons are sharp and deadly and help the Krakaris get a good grip of earth alongside helping them hang off of things. They have a very recognizable sound when they walk especially on flat stone or marble floors which is why rich merchants usually dread having Krakari over in their lavish mansions. Their talons tear and grab instinctively and of recently the wealthy Krakaris dip their talons in bronze, silver or gold to show their wealth.

    The Krakaris lay eggs and are fiercely protective of their young. They guard their eggs with their life and when the eggs are hatched, they care for them deeply. Often the parents of a newborn egg will guard their offspring until the baby emerges from the egg. The initial period where the baby emerges from the egg are when the parents see the characteristics of their child. A child may burst out of an egg showing their strength or even crack the egg at certain places to weaken the structure to signify its intelligence. But newborn that do not emerge at all are cast down.

    Luug - A hulking, grey, stone skinned, and hard-headed breed of beasts, the Luug are of the earth. Literally, the Luug are spawned from large pools of a primordial substance, practically beings of living stone. Apparently immune to the ravages of time, the Luug's rocky scabs grow over their body and eventually come to form a boulder upon the Luug's back. When the Luug has become this old, they start to catalog their own history on their own back, their life story engraved for all to see. Then, finally, when a Luug desires death, or has fallen in battle, they give themselves to the pool that spawned them. In giving themselves to the pool, they feed it, keeping it "alive" and able to spawn more Luug. New pools can be made with several Luug dying with each other and being in a place where their liquid remains can pool.

    Their appearance is dependent on the Luug's surroundings during the first years of development, along with the location of the spawning pool. Once the Luug reaches adolescence, their skin is like that of the earth around them.

    Born warriors, the Luug value strength, but they also see strength in places that others might not. In the runes the elders carve on their back, the Luug see wisdom, which hones strength in directing its fury. In the crawling of newborn Luug from the spawning pools, the Luug see perseverance, which keeps one strong in the darkest times. In honor, the Luug see the practical restrictions of strength, for the raging beast destroys its own home, as the Luug have seen firsthand.

    Yish - The Yish'Tai are a pale-skinned, pan-eyed humanoid species that inhabit the densely shadowed Marshlands of the South West. The average height for males is 7 feet, for women it is 6'5. Their skin colour varies somewhat between white and translucent blue. With elongated ears and large, flat discs for eyes, they present a somewhat unnerving image. Their noses have all but sunken back into their face, and their lips are thick and scaly. Most Yish'Tai keep their black hair cut short for practical purposes; some women tie it back with marsh-weed, while their men often keep it in a wolf-tail.

    Yish'Tai are tall and lean; and most lack the potential for large musculature, due to both their diet and lifestyle. While their reflexes are certainly quick, they heavily rely upon surprise and speed when hunting.

    Ray Das - The Ray-das are short people, resembling Humans the most, who are often very jolly and happy but have been known to take great pleasure in stealing everything you own and watching you bleed whilst they do it. It is claimed by some that their people used to be able to turn into animals, and while it's impossible now, it's believed by some that they still retain traits for their animal. It's sometimes said by the halflings that you could figure out their animal just by the way they acted.

    The majority of the Ray Das live along the coast or on islands, many of them raiders, bandits, and highwaymen of one variety or another with their kind's long affinity with the sea, natural greed, and predilection to violence.

    Human - I assume little needs to be said of Humanity. The largest ethnicity of humans in the Khaganate are Ajivhans. On average they are a tall dark skinned people of complexions ranging between what one would associate with Greeks and what one would associate with the Turkish.
    Spoiler: Religion and Values
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    Values: The Khaganate is a culture built upon both guile and the bond of one's word, they value loyalty and bonds as much as they value cleverness and simply guile. Intelligence, wisdom, and quick minds tend to rise to power amongst the Khans, and shamans are a common sight in camps. The reputation of the Khaganate and the various Khans are mixed and dependent upon who one has been dealing with due to the general lack of direction coming from the Khagan for how they should behave, with most in their long past being wandering merchants or raiding parties.

    All Khans owe absolute loyalty to the Khagan, and though little is usually asked of them they are bound to act upon any commands they receive. The few times they're rallied being used to defend the land they hold from enemy incursions, spirits, and the ever present Yellow threat.

    Since the rise of Sinan their values have changed somewhat, even in his absence. Religion and purpose have been bent to seeing him as a living god, to following his direction even when all seems lost. An order has been brought upon the Khaganate and a new purpose found above the petty problems of the past. The betterment of Ajivha, even if only as an idea.

    Religions: The Khaganate for the most part holds the faith of those who came before them, primarily worshiping Gangari and his scions. Small way shrines can be found across their territory and within New Ajivha and Mosaic temples to the gods are maintained.

    Over the course of the past eight hundred years several cults have come to hold sway, prominent amongst them the cult of Sinan.

    The Cult of Sinan - The Cult of Sinan is a cult dedicated to the worship of Sinan as a god of the Dead, remembered for the miracles he performed in his time as Khagan. The crossing of the barrier between the Earth and the Aetherial Sea, the bringing of the undead to peace in Arcadia, the gardens of Ajivha, and the escape from Ajivha. His cult and cult of personality brought him to prominence as a god to the people of the Khaganate and later his confederacy at large, indoctrinating many to his cause of the betterment of Ajivha.

    Largely the cult is associated with that of the Cult of Ajivha, and they stand in an alliance with one another.

    The Cult of Ajivha - The Cult of Ajivha is a widespread folk religion maintained by Ajivhan priests across the Khaganate, all of it practicing the veneration of the ancient city, the god Gangari, and his scions. Ashlif, Cawles, Katalia, and the Dead god are all worshipped in accordance with the old beliefs, including to some Therax and Jashiki.

    The Cult of the Aether - The cult of the elements is a widespread and regularly corrosive element across the Khaganate, spirit and ancestor worshippers heavily associated with aberrations. They claim their work is ancestor worship, and to most it seems this way, their adherents unfortunately tend towards aberration worship and the threat they pose only increases as their numbers do.

    The Cult of the Wyrm - Dragon worshippers have been seen since the day they were created by old Aurora, it's not unknown amongst the varying factions of the Khaganate for small cults to pop up amongst its cities worshipping them. Considered heretical by most of the Cult of Sinan and Ajivha at large they're allowed to coexist due to their being mostly benign, though they're found to be increasingly associated with Roe worshippers.
    Spoiler: Military Overview
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    Military: The Khaganate's military is primarily cavalry based. In its past it was for the most part an irregular militia resembling things such as hajduk or bashi-bazouk in the way they fight and for the most part carrying similar reputations. While bands were capable of organizing with eachother they tended not to do so for very long as Khans were rarely are able to co-operate for long periods of time without outside necessity or direction from the Khagan.

    The Khagan's Janissaries are a disciplined and professional force armed and armoured with the finest wares the Khaganate can produce and are drilled in the use of firearms for the defence of the capital and are so armed with them.

    It was with the rise of Sinan to power that the nature and reputation of the Khaganian military began to change. Armies were organized over night, indoctrinated, and conditioned to work for the betterment of Ajivha as a whole and then handed guns.

    These armies are wholly organized by and loyal to the Khagan, his Janissaries, and his family. They in the past several hundred years have evolved into a highly organized force led by Janissarial officers and beholden to the elusive Vatnahlifir.
    Spoiler: Military and Societal Terms
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    Red coat - Clansmen serving in the greater Khaganian army under their Khans or a Sheikh.
    Blue coat - Navasti Clansmen serving in the greater Khaganian army.
    Grey coat - Clanless, foreigners, exiles, and penal conscripts serving in the greater Khaganian army under the Janissaries.
    Green coat - Clansmen serving in the greater Khaganian army under the Khagan and his Janissaries rather than their Khan.
    Janissary - Black clad soldiers owned by and in direct service to the Khagan and New Ajivha. Found outside of their own units they can often be found serving as officers and commisars within the greater Khaganian army.
    Vatnahlifir - Janissarial Fedai operating out of the island of Karsha, little is known of them due to an enforced secrecy of their work they work directly under the Khagan and appear to have an interest in occultic matters and particularly the gathering of wild mages.

    Dragoon - Riflemen Cavalry serving in the Khaganian army acting ideally as the backbone of the force.
    Bombardier - Soldiers responsible for the production, handling, and use of explosives within the Khaganian army.
    Sharpshooter - Riflemen within the Khaganian army prized for their accuracy and skills as soldiers, either as 'designated marksmen,' scouts, or snipers.
    Fedai (Fedayeen) - Janissaries trained by Sinan or another Fedai in absolute service to him.

    Conjurer - A Khaganian term used to refer to wild mages, the stable unmutated wild mages are tolerated as living weapons by most Khans with the rest usually shunned or hunted as required. During Sinan's reign they were urged to the island of Karsha, a supposed sanctuary to their kind in which they would be allowed to live in safety as his subjects. This is a tradition that has been continued by his descendants as they find a place in society.

    Choir of Chains - A Choir of Chains is a method developed originally for the Vatnahlifir to bind wild mages into a controllable state. Eventually adapted (like many of the secretive works they originally undertook) by the larger Khaganian armies for use as an artillery, a choir of chains consists of seven bound conjurers. These conjurers are clad in heavy armour and chained to one another, having undergone years of extreme conditioning they see the world in incredibly black and white terms akin to those of the fedai, this conditioning commonly makes them dependant on one another and compulses one to speak in constant religious reference.

    Khan - The Head of a Clan within the Khaganate.
    Agha - a Janissarial Officer, an honoured brother or elder within the Janissaries with power over others. Typically a member of one of the orders founded by Sinan.
    Sheikh - a Lord within a City or Region typically granted their position by a Sultan.
    Justiciar - a Fedai dedicated to enforcing Khaganian law and justice with special rights within the Khaganate to carry out their duties.
    Khedive - a Governor of a Foreign City beholden to the Khagan.
    Pasha - a Janissarial Commander, an officer with power above other Agha but below that of a Musir. Typically a master within one of the orders founded by Sinan.
    Sultan - a Governor of a City serving the Khagan.
    Musir - a Janissarial Marshal, with large amounts of military and political power afforded to them by the Khagan. Typically a grandmaster (and therefore head) of one of the orders founded by Sinan.
    Vazin - The Lord of New Ajivha, a title and role typically held by the Khagan.
    Ilkhan - a Subordinate Khan of the Khagan.
    Khagan - The Khan of Khans, Head of the Khaganate.

    Rafiq State - an Allied nation or state within the Argent Confederacy typically led by someone viewed by Khaganians as an Ilkhan or Khedive depending upon the size of the armies controlled by them.
    Spoiler: Military Branches
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    The Obsidian Kheshig - A force stationed within New Ajivha, traditionally serving as the bodyguard of the Khagan and the guardians of the city. Originally formed exclusively of Janissaries, under Sinan they were reformed around his doctrines and plan of a greater Khaganian army. In their current incarnation they are primarily composed of old guard Janissaries and the recently organized or re-organized variety of forces who've served beside them over the centuries, they function as honour guard and praetorians of the city. Their standard is a black tug banner.

    The Vatnahlifir - A force formally stationed in Karsha formed entirely of fedayeen, warped Janissaries, and conjurers under the direct authority of the Khagan. Traditionally little is known of them or their duties, however their soldiers are often believed within the Khaganate to operate within other forces and to those aware of them the mere hint of their presence is often seen as a dread omen. What's seen of them tends to be that of extremely disciplined and uniformly skilled soldiers commonly wearing a variety of black panoply armours marked heavily with pseudo-runes, one resembling an axe prominently displayed on all of them. Their standard is commonly what is assumed to be a repurposed piece of tapestry depicting a 'danse macabre.'

    They exist as an army of occult commandos, growing increasingly skilled and conditioned over the long centuries.

    The Green Guard - A force formally stationed in the gate city of Dawnweir to the south, originally composed of the army once stationed at the Southern Meretonian wall before the rise of the Rising Light cult within Mereton. During Sinan's reorganization they were remade as a force serving under his Janissaries in his vision of a greater Khaganian army and tasked to guard the hills, coast, and plains to the East of New Ajivha. They've maintained this order ever since. Their standard is a green and white tug banner.

    The Grey Guard - A force formally operating out of the city of Mosaic. The grey guard is an army primarily composed of grey coats from across the Khaganate and the Northern marshes, led by old guard Janissaries and supported by Navasti remnants that have settled in Bandar and local Khaganians. Seen by most as what is effectively a foreign legion they are charged with with the defence of the North, and can be seen across the Northern territories supporting locals and putting down insubordination in the name of Ajivha. Their standard is a grey and white tug banner.

    The Blue Guard - A force formally operating out of the city of Duskwatch. The blue guard is an an auxiliary force within the Khaganian militaries primarily formed of blue coats from the Navasti enclaves in the Western Khaganate, originally led by old Navasti captains who turned to the Khaganate after the fall of their land and trusted Janissaries. Formed to protect the Southern Coast and the Western Khaganate in general the blue guard is little respected and often compared to the grey guard in the North, considered relatively poorly armed and unskilled by the standards of the armies in direct service to the Khagan, the Blue Guard has become the defacto navy of the Khaganate and over the past several hundred years has carved out its niche and earned what respect is afforded to it. Their standard is a blue and white tug banner.

    The Red Guard - A force formally operating out of the Dawn wall, separating the Khaganate and Mereton. The red guard is a force within the Khaganian militaries primarily formed of red coats from across the greater Khaganate, led by their Khans and Janissarial officers posted to keep them in check. Originally formed to protect the Khaganate from the cults and other problems brewing in Mereton and further North, they are considered a mainline force in the Khaganate and more highly regarded by the Eastern hordes than the other militaries of the Khaganate due to their relative freedom and their lack of conscripted forces. Their standard is a red and white tug banner.
    Spoiler: Military Orders
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    The Bronze Order of the Father - A knightly order founded by Sinan to honour the soldiers of New Ajivha and the deity Gangari. Their hierarchy and activities are highly tied to the Kheshig with their original members primarily Corvan Janissaries and priests within the previous Kheshig. Their standard is a green banner with a bronze star-spiral mark in the center.

    The Golden Order of the City - A knightly order founded by Sinan to honour the soldiers of New Ajivha and in remembrance of Grand Ajivha. Their hierarchy and activities are highly tied to the Kheshig with their original members composed of Ajivhan descended elders of the Janissaries. Their standard is a grey banner with a stylized and rough map of Grand Ajivha stitched in gold in the centre.

    The Fraternal Order of the Huma - An order composed of veterans amongst the Janissary and those considered to be their kin, primarily of Krakari and particularly of those descended from the Strix, the house that the scion and demiurge Cawles had been born into, and the breed of Krakar still dominant within the central Khaganate. Their standard is a black silk banner with a stylized white bird upon it in the image of the mythical Huma of Ajivhan legend.

    The Fraternal Order of the Mountain - An order composed of veterans amongst the Janissary and those considered to be their kin, primarily of Luug and particularly of those descended from the ancient Silver tribe still dominant amongst the Luug of the Khaganate. Their standard is a grey silk banner with the image of a mountain in black upon it either in the image of Ekaki or the mountains of the North depending upon who is asked.

    The Silver Order of the Daughter - A scholarly order founded by Sinan to honour the courage of those who'd fought on Karsha during an assault by aberrations on the Sarandan channel, and in honour of the deity Ashlif. They're highly tied to and considered an integral component of the Vatnahlifir, their ranks originally composed of historians and shamans amongst the ranks of the Vatnahlifir. Their standard is a black banner with a stylized silver tree in the center.

    The Occultic Order of the Lady - A scholarly order founded by Sinan to honour the courage of those who'd fought on Karsha during an assault by aberrations on the Sarandan channel, and in honour of the deity Cawles. They're highly tied to and considered an integral component of the Vatnahlifir, their ranks originally composed of scholars, mystics, healers, and so-called alchemists amongst the ranks of the Vatnahlifir. Their standard is a grey banner with a stylized blue eye in the center.

    The Chivalric Order of the Judge - A knightly order founded by Sinan to honour the courage of those who'd fought on Karsha during an assault by aberrations on the Sarandan channel, and in both honour and remembrance of the deity now remembered as the dead god. They're highly tied to and considered an integral component of the Vatnahlifir, their ranks originally composed of revenants and barrow priests amongst the ranks of the Vatnahlifir. Their standard is a black banner with a stylized set of white scales in the center.

    The Fraternal Order of the Hajal - An informal order composed of Vatnahlifir agents associated with the Ayin, and in turn those nominated by them for entrance into it. Their activities are little known and most amongst them are members of other orders associated with the Vatnahlifir, it's unsure outside of the order what exactly it is that they do or why they were founded, but there is a commonality of an interest in falconry amongst them. Their standard is a white silk banner with a stylized red bird upon it in the image of an ancient Ajivhan Hajal, rarely seen in these days.

    The Occultic Order of the Broken Chain - A scholarly order founded by Sinan to honour the courage of those who'd fought on Karsha during an assault by aberrations on the Sarandan channel. Little is known of them outside of the Vatnahlifir aside from their association with the Vatnahlifir and their supposedly being composed entirely of wild mages. In reality it is composed of veteran choir conjurers that over their long careers have learned to channel wild magic as a choir would on their own. Their standard is a grey banner with a roughly stitched ouroboros-like chain in the center of it, always in black thread and always with several broken or shattered links upon it.

    The Black Order of the Scorpion - A knightly order founded to reinforce the Green guard in Dawnweir. Composed of veterans and Janissarial officers, the order is specialized in Aberration hunting and siege warfare. Their standard is a red banner with a stylized black scorpion in the center of it.

    The Chivalric Order of the Hunter - A knightly order founded to reinforce the Green guard in Dawnweir. Composed of veterans and Janissarial officers, the order is specialized in Aberration hunting and ulfhednar tactics. Their standard is a black banner with a stylized red sword surrounded by flames in the center of it.

    The Eternal Order of the Zalya - A knightly order founded to reinforce the Green guard in Dawnweir. Composed of veterans and Janissarial officers, the order is specialized in Aberration hunting and strangely for their posting desert warfare. Their standard is a tan banner with a stylized grey skeleton holding a spear upon it.

    The Fraternal Order of the Serpent - An informal order founded to reinforce the Grey guard in Mosaic. Composed of veterans and Janissarial officers, the order is specialized in siege tactics and naval warfare. Their standard is a blue banner with a stylized white snake in the center of it.

    The Fraternal Order of the Flame - An informal order founded to reinforce the Grey guard. Composed of veterans and Janissarial officers, the order is specialized in siege tactics and guerilla warfare. Their standard is a red banner with a stylized white sword surrounded by flames in the center of it.

    The Occultic Order of the Leviathan - A scholarly order founded to reinforce the Blue guard in Duskwatch. Composed of veterans and Janissarial officers, the order is specialized in naval warfare and aberration hunting. Their standard is a blue banner with a white ouroborous in the center of it.

    The Merchant Order of the Drowned - A mercenary order founded to reinforce the Blue guard. Composed of trusted mercenary companies and Janissarial officers, the order is specialized in naval warfare and siege tactics. Their standard is a patchwork blue and green banner.

    The Merchant Order of the Shield - A mercenary order founded to reinforce the Red guard holding the Dawn's wall between the Khaganate and Mereton. Composed of trusted mercenary companies and Janissarial officers, the order is specialized in siege and guerilla warfare tactics. Their standard is a red banner with a stylized silver star surrounded by a circle in the center of it.
    Last edited by Anti-Eagle; 2018-10-12 at 03:23 PM.
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    Default Nations of the Argent Confederacy: The Ajivhan Khaganate (Part 1.2 of 3)

    Spoiler: Nations of the Argent Confederacy: The Ajivhan Khaganate (2/2)
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    Name: The Ajivhan Khaganate

    Spoiler: Khaganian Currencies
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    Kaupaloki - A coin made of simulacra crystal coated in silver living metal. Exposed crystal grown and shaped form the marks upon it. The words "in service of Ajivha, Gangari, Ashlif, Cawles, the Dead One, Katalia, Sinan, Andha, and Alhazred" in Old Ajivhan script mark both sides in a circle around the edge. On one side of the coin is a Vatnahlifir axe mark in the center and both the name and rank of the person it was issued to in Old Ajivhan script below it, on the other side is an 'Eye of Cawles' mark in the center and the date the coin was issued in the Old Ajivhan system below it.

    The coins are created in New Ajivha by specially chosen Harconin workers and they are issued only to Vatnahlifir and certain agents of the Khagan. All are compulsed by Khaganian law to accept them in trade (assuming said trade is reasonable) as it is effectively redeemable for an equal favour from the Khagan (if brought to New Ajivha) and those carrying them are to be treated as his direct servants. Outside of the Khaganate, the value varies based upon ones awareness of its worth.

    In practical terms they are considered by Ajivhans to be worth approximately 100 Lira or 10,000 Kurus, and are only intended to be granted to others in emergencies by those they're issued to. Actually getting their worth in goods is only ever possible when redeemed with the Khagan, and in such cases the story of how they came to return to him is something that will be examined (as will be the coin) before it's accepted.

    Ajivhan Lira - A golden coin marked with Old Ajivhan script and images as determined by chosen sheikhs (typically from New Ajivha and the lands of Onchesmos around it) responsible for its production on one side and on the other an ash tree mark and the date of its production in the New Ajivhan calendar system. Minted in New Ajivha and produced in series as decided by the Vazin, it's accepted primarily in Khaganian and Confederacy cities.

    Ajivhan Kurus - A coin (made of an alloy usually resembling a mix of bronze and brass) marked with Old Ajivhan script and images as determined by chosen sheikhs responsible for its production on one side and on the other an ash tree mark and the date of its production in the New Ajivhan calendar system. Minted in New Ajivha and the lands directly around it of Onchesmos in series as decided by the Vazin, it's accepted primarily in Khaganian and Confederacy cities. Commonly valued as being worth 1/100th of a Lira.

    (Insert name of the city producing it) Sultani - A golden coin marked with Khaganian script and images as determined by the Sultan responsible for it on one side and on the other a Star-Spiral mark and name of the city producing it. Minted in Khaganian cities as required by local Sultans, accepted as currency primarily in Khaganian and Confederacy cities. Commonly valued as being worth less than a Lira due to its origin being perceived as lesser, varying depending upon the perceived profitability of the city.

    (Insert name of the city producing it) Akce - A coin (made of an alloy usually resembling a mix of bronze and brass) marked with Khaganian script and images as determined by the Sultan responsible for it on one side and on the other a Star-Spiral mark and the name of the city producing it. Minted in Khaganian cities as required by local Sultans, accepted as currency primarily in Khaganian and Confederacy cities. Commonly valued as being worth 1/100th of the corresponding Sultani.

    (Insert name of the city producing it or the Khedive responsible for it) Altin - A golden coin marked with Khaganian script and images as determined by the Khedive responsible for it on one side and on the other a lightning bolt and both the name of the city producing it and the Khedive responsible for it. Minted in Khedive controlled cities as required by local Khedives, accepted as currency primarily in Khaganian cities and those trading with the Khedive. Commonly valued as being worth less than a Sultani due to its origin being perceived as lesser, varying depending upon the perceived profitability of the city.

    (Insert name of the city producing it or the Khedive responsible for it) Para - A coin (made of an alloy usually resembling a mix of bronze and brass) marked with Khaganian script and images as determined by the Khedive responsible for it on one side and on the other a lightning bolt and the name of both the city producing it and the Khedive responsible for it. Minted in Khedive controlled cities as required by local Khedives, accepted as currency primarily in Khaganian cities and those trading with the Khedive. Commonly valued as being worth 1/100th of the corresponding Altin.
    Spoiler: Societal Focus
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    Societal Focus:
    The people of the Khaganate have as a people always focused upon survival, the fortification of their capital, the unity of culture, and the lives of their people. Threats are dealt with swiftly and bluntly, and cases where Khans have went rogue and turned on another have ended in clans being torched for the good of the whole.

    It was with the coming of SInan that they came together as a people and gave birth to the imperial people they have become, dedicated to the dream of a new Ajivha. Through social and cultural indoctrination, a new order has come about and the people of Ajivha and the greater khaganate have grown as a people, moved by the example of the old to build a new world order as once dreamed by the gods.
    Spoiler: Notable Technologies and Magics
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    Notable Technologies:
    The sages of New Ajivha have kept and maintained the secrets of gunpowder and firearms for themselves over the centuries. While the recipe and designs have changed over the millenia, their firearms and other powder based weapons have remained effective in their hands since the end of the third age.

    Their guns, rockets, bombs, land mines, and all manner of weapon are the most advanced in the world with the majority of their armed forces carrying semi-automatic and bolt action rifles. Rockets and explosives are the domain of their bombardiers and sappers. And their sharpshooters have access to all manner of munitions and weapon modifications and attachments, most feared of which being the ancient silencers (most of which are possessed by the Vatnahlifir, with others being licensed and supplied to the most decorated).

    It's even seen amongst the Vatnahlifir that the secrets of automatic weapons have been rediscovered for use by their soldiery.

    ---

    Economically they are strong and are the leading industry in the manufacture of Kaplo Steel (a blend of iron, nickel, and silver), a material considered vital by the Ajivhan people for their defence against abberations, and Ajivhan Silk... the main kind of silk across the continent due to its rarity.

    They are an industrious people, and have an industrial society. Forests are controlled and farmed across the khaganate as much for food as for wood and whatever medicines they can produce, though it varies from city to city how they are managed and used.

    Mines are state controlled, and metals are pulled from the earth as they are found.

    Electricity is expensive but available, mostly used across Ajivha and the Khaganate for lighting the streets at night, as well as communication across the vast distance of their territories through Ajivha controlled lines, and most importantly for a series of Ajivhan trains used by the Janissaries and their various business enterprises across the Khaganate.

    ---

    Their magical capabilities are rather high considering their proximity to their the ghost marshes and the rampant wild magic contamination across the South. As well as their weaponisation of conjurers.

    The Choir of Chains, paramount of the occultic development is an example of this work. As is the dreaded Vatnahlifir and their armouries, as well as the various rites performed upon their bodies, minds, and souls.
    Spoiler: Notable Artifacts
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    Artifacts: The Ajivhan Khaganate possesses an abnormally high quantity of third age relics, from self-sharpening knives and axes to flaming swords and Yildirim.

    Descending from Grand Ajivha and the Aetherial Collective, especially the Aetherial Collective, has left them with an inheritance of millions of minor enchanted items spread across their vast territory. This can range from as mentioned above something as simple as simple as a self-sharpening knife, probably made out of living metal, to something as complex as the lightning throwing Yildirim rifle.

    Though most of these objects are in disrepair by the standards of their creation, or malfunctioning outright, this leaves Ajivha and its Khaganate in an increasingly wealthy situation which with their unity of purpose has allowed the acquisition of even greater amounts of relics from the past.
    Spoiler: The Notable Cities and Locations of the Ajivhan Khaganate
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    Grand Ajivha - Northeast of where the Ajivhan people now call home, the ancient home of the Ajivhan people, Grand Ajivha, was a city constructed thousands of years ago around the mountain Ekaki and the river Agerra. Massive as cities go and as ancient as its people when the tragedies first struck it, its people were known across the lands for their dedication to craft and abundance of knowledge. About two years after the gods arose the Aurorans, their long allies, invaded suddenly and without warning. Raping and pillaging across the city and its countryside, none were spared and they seemed helpless as their army of Automatons turned upon them under the assault of Auroran magics. The power of their patron god Gangari was limited and he was unable to fully protect his people from the insane situation thrust upon them.

    Thousands were resurrected, armed, and sent to defend their country, but in the end the Auroran raiders had won. The city and its country were taken over after a year of struggling in the wasteland that was left behind with the coming of the Auroran legions. (Ajivhans maintain that) most of the survivors, and those who'd been brought back through the power of Gangari left and the city and its territories were taken over by the Aurorans, with few of the survivors staying behind. (Aurorans maintain that most Ajivhans remained in the Aurora-run city state, and that it was a renegade army that had attacked.)

    Those who had left went on to found the Aetherial Collective under the tutelage of Gangari. It was this Aetherial Collective that brought an end to the third age, starting the war that brought the Ascendant to the world. One of their goals being the reclamation of their homeland.

    Grand Ajivha now sits in the middle of what is known as the Ajivhan wastes, perpetually on fire and the centre of a war that none but Sinan have witnessed and come back from.

    The Aetherial Collective -North of where the Ajivhan people now call home, the Aetherial Collective was a group of communities constructed in homage to the city of Grand Ajivha, and in honour of Gangari and later his scions in the heart of the Ghost Marshes. Magically, Scientifically, and Artistically advanced, the people of the Aetherial Collective built a home for the angry and the exiled to find peace, and secretly prepare for war. A war they could only win with the aid of the gods, who protected and armed them.

    With the aid of the gods, and the peoples of the Raptor States, the Deep Tribes, the Grate Shae they brought war to the Auroran people with the goal of reclaiming their homeland and bringing long peace to the world. They of course failed with the coming of the Ascendant.

    The Aetherial Collective is now the silver coloured, trap laden, magically corrupt heart of the ancient Ghost Marshes. Abandoned in the midst of the assault by the Ascendant, the collective is a ghost town, built of ancient living silver metals that have gone wild, covered in malfunctioning automated defences and traps, roamed by ancient Aberrational spirits and rogue Automatons, and wild magic corruption higher than anywhere else in the world.]

    It's a deathtrap filled with priceless treasures, picked over by scavengers that sell their wares for the most part to the Ajivhan Janissaries and the Vatnahlifir, with black markets for the rest operating across the Khaganate.

    Central Ajivha

    New Ajivha - New Ajivha is currently the capital of the Ajivhan Khaganate, it is a city built upon the ruins of ancient Onchesmos the capital of the Driders. It is a fortress of a city carved out of magical obsidian, gifted to the Driders by the gods Gangari and Lysei, possessing an unnatural hardness.

    In the centre of the city is the palace of Ajivha, home of the Khagans. Within its gardens are plants once cultivated from Arcadia, and among them are alchemical crops and a variety of rare and once lost plants from a number of sources.

    The city is walled on all sides, surrounded by croplands, flower fields where redpetal is cultivated for the consumpiton of the city, vineyards, and forest farms. All of said territory in turn walled to seperate it from the territory beyond.

    New Ajivha is the cultural, economic, and military centre of the Khaganate.

    Onchesmos - Onchesmos is the name of the large city surrounding New Ajivha, named in honour of the ancient drider capital from which New Ajivha was built. The city is a walled economic hub from which most trade involving the capital is conducted, and the Northern side of it is home to the wall of Saranda, a massive construct from the time of the gods.

    Ashparish - The marshlands to the North of the wall of Saranda is known as the Ashparish, home to the Ash clan, a clan considered somewhat important in Khaganian history due to their contributions. Their lands is home to thousands of shrines and the ash clan has capitalized on this.

    Karsha - South of New Ajivha within the Sarandan channel is an island known as Karsha. Annexed roughly ten years into the rule of Sinan, Karsha is home to the Vatnahlifir, their families, and a community of (indentured) wild mages. The island is off-limits to the public and is heavily fortified with magical and mundane measures.

    Bedlam - An island just to the South of Karsha, Bedlam is a land highly connected to Karsha. Bedlam is an insane asylum for out of control wild mages, defective Vatnahlifir, and corrupted fedai. It is a fortress and like its larger brother is off-limits to the public.

    North Ajivha

    Ashyett - On the North and South sides of the gap between the Northern and Southern Khaganate are gate cities known as the Ashyett, they are connected by a series of train lines and telegraphs that exist to connect the North and South Khaganate.

    Bandar - Bandar is a merchant city founded on the Southern point of the Auroran channel. Home to the Grey Guard the city is a multicultural touching point between the various cultures of both the Khaganate and the Argent Confederacy.

    Mosaic - Mosaic, so called as it is, is a mosaic of a city built to be the second capital of the Khaganate and the capital of the Argent Confederacy by the Ajivhans. While the second goal did not go through mosaic remains a secondary capital to Ajivha, and so in its centre is a palace in mirror image to that of the palace in New Ajivha, all the way down to the garden, it is a replica of the ancient home of the Khagans.

    South Ajivha

    Duskweir - The Western side of the gate-city securing the Sarandan channel. Built along with its brother city approximately ten years into the reign of Sinan over the Khaganate, the gate seperating the Sarandan channel from the ocean is a feat of high mechanical engineering and metalworking. Designed by Ajivhan and Basalt engineers and archtiects, and constructed by Ajivhan artisans and Harconin living metal, the gate has held strong since its conception against any assault.

    Dawnweir - The Eastern side of the gate-city securing the Sarandan channel. Built along with its brother city approximately ten years into the reign of Sinan over the Khaganate, the gate seperating the Sarandan channel from the ocean is a feat of high mechanical engineering and metalworking. Designed by Ajivhan and Basalt engineers and archtiects, and constructed by Ajivhan artisans and Harconin living metal, the gate has held strong since its conception against any assault.

    Duskwatch - A city built around a massive watchtower, along the Southern coast and South of Duskweir. Duskwatch is the base of operations for the Blue Guard and for the most part is considered a Navasti enclave within the Khaganate. It's other occupants are for the most part merchant organisations and farmers.

    West Ajivha

    Duskripa - Duskripa is the large and circular city surrounding lake Terebinth, famed to the Ajivhans for the rare freshwater fish and the odd varieties of redpetal crops they produce as well as their booming alchemical markets.

    Dusk's Wall - Dusk's wall is the long and heavily defended wall seperating the Khaganate from the ruins of the Aetherial Collective.

    The Navasti Enclaves - The Khaganate plays host to variety of cultures, one being the Navasti and their enclaves. Constructed along the Western coast to house the influx of refugees from the destruction of the Navasti isles, the Navasti Enclaves are a semi-autonomous faction within the Khaganate playing host to a variety of factions.

    East Ajivha

    Dawn's Wall - Dawn's wall is the long and heavily defended wall seperating the Khaganate from Mereton and the Republic of Awn. Originally constructed during the Third Age by the Kingdom of Mereton, the wall has been repeatedly repaired, reinforced, and modified over the centuries until it finally ended up in the hands of the Ajivhan Khaganate who took it over to defend itself against the Yellow cults that had for a brief time seized control of Mereton.

    Spoiler: Notable Figures
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    Sinan - The Khagan of Ajivha from the year 1162 to 1262 AD, the story of Sinan is the story of how the khaganate has reached the place it is in now. Born 1,919 years ago, 19 years before the time of the gods, Sinan was the son an Ajivhan blacksmith. He lived a peaceful life, marrying a farmer's daughter and having three children.

    And then the first burning of Ajivha happened. His burnt husk of a body was salvaged, he was given tools, and a list of names. He brought what vengeance he could upon the monsters that had destroyed his life in less than a day, and then he kept killing. Adding new names to the list. He was a Justiciar of Gangari. His body sustained almost entirely by hate gave out in a couple of years and so he was given a new one, of metal and gear. He kept killing. Killing until as one of the elders of the Aetherial Collective he was given the title of Grandmaster, and he became one of the first wraiths in service to the collective's legion of soldiers.

    He was at the front of the war that brought on the end of the third age, quickly claiming and reclaiming Grand Ajivha and staying to ensure its reclamation by the collective and the Ajivhan people. Things, no matter how well they had went in the beginning, quickly spiralled out of control with the coming of the Ascendant.

    Sinan was trapped in and spent roughly the next 800 or so years fighting his way out of the hell that had become of Ajivha.

    After a time of wandering he came to settle in New Ajivha as a guest of the Khagan, impressing him with his story and coming to be his successor.

    Sinan possessed of him immortality, practical invulnerability to the world surrounding him, and knowledge and powers occult. He was able to cross the veil seperating the world and the aetherial sea, and one of his many "miracles" was the bringing of the dead to rest and paradise.

    After bringing the Khaganate to order and unity he left after 100 years in power, leaving with half of his Vatnahlifir to return to Grand Ajivha. Though the miracles did not end...

    Andha - The Last Ajivhan Vazin, before the first burning of Ajivha by Aurora.

    Alhazred - The First Ajivhan Khagan, after the Cataclysms.

    Khatun Halima - Khatun of Ajivha and its Khaganate.

    Ayin Aramak - Ayin of the Vatnhalifir, lord of its orders of the Lady and the Hajal.
    Last edited by Anti-Eagle; 2018-11-30 at 09:47 PM.
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    Default Nations of the Argent Confederacy: The Union of Auroran Republics (Part 2.1 of 3)

    Spoiler: The Union of Auroran Republics (1/2)
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    Aurora

    Aurora is a civilisation founded over two and a half thousand years ago by human refugees left stranded in what is now the Auroran Archipelago. Since then, the luck of Aurora has ebbed and flowed with history, often expanding rapidly, only to then splinter or contract again. In the present age, the three nations primarily descended from the original Empire of Aurora are the Dead Republic, the Empire of the Basalt Obelisk, and the Union of Auroran Republics.

    Aurora is a primarily cultural identity, covering any number of races and ethnic groups. By the present age, the human population of Aurora is throughly mixed, though still often similar in appearance to other nearby human populations. For example, those in the Channel Islands often have significant heritage from old Ajivha, while those living in the Khaloric Federation tend to bear a close resemblance to the people of Mereton. What unites almost all Aurorans, however, is a healthy respect for Father Matthias, their distant founder. Although more modern thinkers tend to hold that he was a merely gifted but mortal man, he is still widely worshipped as a god by the ordinary citizen.(edited)
    Union of Auroran Republics

    The Union of Auroran Republics

    The Union of Auroran Republics is a federal collectivist state which stretches from the frozen north to the volcanic south. While it is by no means the only successor to the Auroran Empire of old, it is perhaps the closest in kind.

    The history of the Auroran Union began with Valencia, the last monarch (and only reigning empress) of the second Auroran Empire. Having lost her husband, brother and nephew to dynastic conflict, Valencia saw no long term future in the monarchy, and began to quietly plan for its abolition. While she initially expected this to only occur after her demise, a strong pushback from the other noble houses of Aurora quickly spiralled out of control, leading to the War of the White Harts just ten years after her accession. The civil war was quick, but brutal, and led to the expulsion from Aurora of almost all surviving noble houses. The majority of these settled in what is now the Empire of the Basalt Obelisk, with smaller numbers making their home in the Harconin and Ajivhan Khaganate respectively.(edited)
    With all obstacles removed, in the Auroran year of nineteen fifty-seven Valencia abolished the monarchy, and was simultaneously declared Hegemon by the Provisional Council of the Union. What followed was nothing less than a full scale revolution. Slavery and serfdom were abolished, privately-held lands nationalised, and the internal borders of Aurora itself were adjusted to better reflect the population living there, rather than the ancient holdings of long dead lords. Not every change was a success, and in the seven hundred years that have followed, Valencianism has evolved a great deal.

    Valencianism

    Internationalism is a central part of Valencianism, which combined with the folk belief that Aurora is destined to take over the world, kept the new Auroran Union as a member of the Argent Confederacy despite the upheavals of the revolution. To this day, the island city of Xule remains the capital of the Confederacy and the Continental Congress resides within its Palace of Nations. The extent to which Aurora has encouraged other nations to its cause, whether by diplomatic pressure or even giving covert support to Valencian-inspired armed groups, has varied greatly, depending on the whims of the hegemon at the time.
    Morians

    The Morians

    The Morians are a off-branch of humanity descended from Mariana, the only daughter of Valencia and her drider husband Prince Moria. A union made possible by the will of the god Khalorean, repeated intermarriage between Mariana's descendants and unmodified humans has not diminished their arachnid features: typically hard chitin plates on the chest, elbows, back, and thighs. Morians are typically very private about their status and rarely show their plates in public, perhaps in recognition that despite the egalitarian philosophy of Valencianism, they wield disproportionate power to their actual numbers. While only comprising a tiny fraction of the population, it is estimated that as many as thirty percent of the highest positions in Aurora are occupied by Morians, including present day hegemon Romana Alascane. The Morians retain close links with their cousins, the Khaloric Swarm.
    The Union of Auroran Republics is composed of the following six Union Republics:


    Valencian Republic of the Channel Islands


    Descended from the former Grand Duchy of Xule, the Valencian Republic is composed of three islands stretching across the Channel Sea. Only raised out of the sea in the Third Age, their human population are descended from Novaren, Archipelagan and Ajivhan immigrants, while many other races have arrived at various points in history, seeking their fortune or hoping to carve out a space for themselves.


    The Autonomous People's City of Xule

    The walled city of Xule is not just the capital of Aurora, but also that of the Argent Confederacy as a whole. It is the seat of both the Hegemon of Aurora, who resides in the former Ducal Palace, and the Continental Congress, who reside in the Palace of Nations. Otherwise, it is a bustling metropolis which covers the almost the entire island of Xule.

    The Autonomous Luug Republic of Cytundeb

    Cytundeb meanwhile is primarily inhabited by the Luug, though long separated in both culture and breeding from their brethren to the north. Lyseria has special status owing to it hosting the Order of Lyseria, a religious order with a militant wing who are theoretically independent from the Auroran state. Tensions between the Union and the Order have run high at times, due to the latter's historic loyalty to the Auroran imperial family.
    People's Republic of Nova Aurora


    The Monastic Republic of Lyseria

    The most populous of any Auroran republic, Nova Aurora occupies close, though not identical, borders to its predecessor kingdom. The central part of the republic was conquered from the vampiric Brujah, who now live on scattered parcels of land through Nova Aurora. These and the former Vampire Observatory are now formally self-governing as the Autonomous Brujah Republic. There is also the Autonomous Drider Republic of Arachnia on the eastern coasts, and the islands of Oilean Uisce and Lot-Vos have been granted extensive autonomy.

    The Khaloric Federation

    The Khaloric Federation is the only republic without a single race as a majority. Largely composed of the former lands of the Khaloric Swarm, the most significant component of the population is halflings, followed by humans and then driders. As a result of this diversity, rather than containing autonomous republics, the Federation is instead divided into many smaller cantons.

    The Worker's Republic of New Avringae


    Forged from the ruins of the Kingdom of New Avringae, the Worker's Republic was quickly repopulated by immigrants from other parts of Aurora and the world-at-large. Having seen the utter destruction wreaked by the Yellow, New Avringaens are particularly militant in forestalling its return and volunteer for the Auroran army at a greater proportion than any other republic.

    The Confederated Tribes of the Balaenic Isles

    In the north-east, the Balaenic Islanders retain their traditional way of life, barely changed since the time of the revolution. Mostly human with a halfing minority, the exception to this rule is the bustling Free Port of Kesh, which functions as a gateway to the rest of the archipelago.


    People's Republic of the Corpus Verde

    The Corpus Verde are a monstrous race who largely keep to themselves. After their long-time leader Cyrica became insane, they reluctantly accepted the rule of the new Union, though not without mutterings of discontent.


    The above was written by JoJo.
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    Default Nations of the Argent Confederacy: The Union of Auroran Republics (Part 2.2 of 3)

    Spoiler: Valencianism
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    Valencianism is a sociopolitical ideology that has evolved in the Union of Auroran Republics over the last few centuries, based on a syncretion of the teachings of Auroran founder Father Matthias, Third Age Philosopher Wen Sung, and last Empress Valencia. At its core is an aggressive push for unity and equality between the various social classes and races of Aurora, not to mention the sexes. Privately owned property and industry are banned, with most citizens working in state-run industry. There is, however, a sizeable black market that continues to trade with the outside world.

    In practice, much of everyday life is governed by the ruling parties. Each of the six Union Republics have their own Valencian party, membership of which is open to almost any citizen. Party membership confers with it many political rights and is essential for advancement in Auroran society, but entails additional restrictions on personal conduct, along with the expectation that the party member will publicly support the principles of Valencianism. Failure to uphold these standards can entail expulsion from the party and social shunning.

    Each community elects a representive to a regional, canton or autonomous republic council. Every adult citizen is entitled to vote, but the candidates must be selected from a pre-approved list of party members. The regional councils in turn elect representives to sit in the Union Republic councils, who then in turn vote for a select few of their own to sit in the Union Parliament. The Hegemon of Aurora is elected from among this number, and can be dismissed by Parliament at any time. Continental Congress members meanwhile are appointed half by the Union Republic councils, and the other half by the Union Parliament itself. This multilayered approach means that while Aurora is theoretically a democratic meritocracy, in practice power tends to remain in the hands of those who already have it. While officially eschewing personal wealth, elite party members can live a lifestyle that rivals the aristocracy of other nations.

    The traditional Auroran belief in a near-omnipotent god called the Father remains strong in the general population, but the elite take a more scientific approach to religion. While some deities clearly exist, or did exist, the party remains officially sceptical of all but a few gods for whom there is overwhelming historical evidence. These include Lysei, Gangari and Cyth'Raul.

    Internationalism is a central part of Valencianism, which combined with the folk belief that Aurora is destined to take over the world, has kept the Auroran Union as a key member of the Argent Confederacy, despite the upheavals of the revolution. To this day, the island city of Xule remains the capital of the Confederacy and the Continental Congress resides within its Palace of Nations. The extent to which Aurora has encouraged other nations to its cause, whether by diplomatic pressure or even giving covert support to Valencian-inspired armed groups, has varied greatly, depending on the whims of the hegemon at the time. In general, soft power is the preferred approach.

    Spoiler: The Flags of Aurora
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    Flag of the ancient Auroran Empire



    The flag of the first Auroran Empire depicts a red four-pointed star, which reputedly led Matthias and the original Auroran settlers to the island of Verde. The wave is generally held to represent the sea-faring nature of the Auroran people. The flag fell out of favour after the fall, and is now only used by the Dead Republic.

    Flag of the Union of Auroran Republics



    The flag of the Auroran Union retains the tradional red star, but places it in the centre and surrounds with the shade of 'Auroran blue'. The presence of this colour is the only universal factor in the flags of the six constituent republics of Aurora.

    Flag of the Channel Islands



    Borrowed from the ancient flag of Xule, the three arms of the triskelion are sometimes taken to represent the three islands of the Channel Sea. Alternatively, they can be seen as stylised waves.

    Flag of Nova Aurora



    The People's Republic of Nova Aurora has continued to use the flag of the its kingdom predecessor, imperial connotations notwithstanding. In the top corner is the Xulian triskelion, representing the close cultural links between the two.

    Flag of the Khaloric Federation



    The flag of the Khaloric Federation combines the maroon of the Khaloric Swarm with the Auroran blue. The white bar represents the peace between them.

    Flag of New Avringae



    Similarly to the Khaloric Federation, New Avringae bears the Auroran blue and a green that represents the original New Avringaen people, most of whom were lost to the Yellow. The red hammer symbolises both the state's Valencian ideology, and also the desire to rebuild after the Yellow catastrophe.

    Flag of the Corpus Verde



    The flag of the Corpus Verde is a variation of the ancient flag of Aurora. A key difference is the red and gold star, which reflects the traditional colours of the House of Verde.

    Flag of the Balaenic Isles



    The tribes of the Balaenic Isles did not have a tradition of flag use prior to colonisation, and so their flag is heavily influenced by that of the Auroran Union. It does, however, feature a stylised twisted rope which symbolises the (theoretical) unity between the various tribes of the archipelago.


    The above was produced by JoJo.
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    Default Nations of the Argent Confederacy (Part 3 of 3)

    Spoiler: The Deep Tribes
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    The Deep Tribes - The children of Therax, the strong and prideful Luug of the Deep Tribes have long lived in the deep tunnels and cavern systems of their ancient mountains. Tribal and xenophobic the Deep Tribes rarely left their homeland and so stagnated in their caves until the coming of the gods. Under the guidance of the gods Gangari and Cyth'raul they began finding their way in the world until the cult of Cyth'raul seized power and attempted to cull those who refused to worship their patron, and the Aurorans seeing their instability invaded and Cyth'raul breaking with the divine pact with Gangari rained fire upon Ajivha in retaliation. With the death of Cyth'raul, the Deep Tribes quickly folded and were swiftly annexed as part of Aurora and the Grat Shae.

    When the great war came they sided with the Aetherial Collective against Aurora, and regained their independence. An independence they kept when the Ascendant came, returning to their old ways, their old god.

    1573 years later and they've kept to their old ways, only within the past 100 years opening their borders to the Confederacy and joining their congress.
    Spoiler: The Harconin Protectorate
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    The Harconin Protectorate - The Harconin Protectorate is an elitist meritocracy controlled by seven houses and led by a "High Reclaimer," who is almost always a woman.

    The Harconin Protectorate was born out the ancient Aetherial Collective's fall. While Alhazred, the Legion, and their refugees fled South to Onchesmos the soldiers who would go on to found the Harconin found refuge in the North near the whispering forest of the Grat. Founding the Harconin Protectorate they became a bastion of science and reason in an age of darkness, though they lost just about everything that had been learned in the time of the gods, they kept their connection to the silver. Their connection to the silver was something lost in just about every corvan outside of the protectorate. It was this connection that allowed their survival as a society, something bred into them, something that made them better. While others fought over scraps of rusted iron, the Harconin built fortresses of bronze and silver living metals, and in the age of the confederacy built long walled cities along the Western coast coast in an attempt to stem the tide of attacks assaulting the world.

    They are a bastion of science and technology and the Protectorate has been a member of the confederacy since its inception, as part of the agreement between High Reclaimer Trila Silvermain, Khagan Sinan, and the Emperor of the Basalt Obelisk.
    Spoiler: The Navasti League
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    The Navasti League - It is said by the Navasti that when the tallest spire of Gokvahar dipped beneath the waves, the first of the Vayri ripped across the seas. Hurricanes of wild magic, the Vayri now emerge periodically to lay waste to all in their path before reaching the shore and dispersing with hardly a trace. In these storms, none can survive - save those blessed with safe harbor. Between the island that would come to be known as Navahangist and the resting-place of Gokvahar, a mohai of unknown origin sits and parts the storms. In its wake the magic of the storms is blunted, making Navahangist the only safe harbor for miles upon miles of ocean. It was set upon by seafarers and refugees alike, and spent the next several hundred years at the center of vicious internecine warfare.

    The warfare ended with the birth of the League. A madman, descendant of refugees and professed worshiper of the sea itself, sailed out past the mohai to meet the Vayri - and returned unharmed. He attributed his miraculous survival to the many 'small gods' he had festooned his dingy with; twins, he called them, to the 'big god' that was the mohai. He birthed a new religion and, indirectly, a new nation. These 'little gods' warded ships from the death-pains of Gokvahar, but did nothing to help navigate or protect against the rising threat of the aberrations. The League was formed as an agreement between the cultists of the madman's 'Old Way' and the adherents of Gangari, who still held the old star-charts and shipbuilding tools. Decades of steady expansion and increasingly dangerous aberration attacks bring us to today, where Navahangist has been lost and the League maintains what remains of its navy in enclaves across from its old home in the Khaganate. Where the trading houses of the Navasti League do business across the whole of the Confederacy, through a hundred little enclaves.
    Spoiler: The Raptor States
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    The Raptor States - A federated collection of Krakari houses and organizations, the Raptor States were an industrious and fragmented people that prided themselves on intelligence, guile, and charisma. The Raptor States seeking more and more resources to feed both their ever hungry populace and their greed turned to anything that showed them profit, science and industry, colonization of any land they could find, and to the few gods that showed their faces to them piety. Their people were only matched by the Aurorans in their desires and came into frequent conflict with all but them.

    By the end of the Third Age their science and industrial might exceeded all and their military wore their accomplishments proudly as mechanized cavalry and artillery became the basis of their combat doctrines. During the great war they stood beside their allies in the Aetherial Collective and their shared patron deity and brought war to Aurora. During the Cataclysms they were forced to abandon the majority of their sciences in favour of their old natures, but had otherwise remained intact.

    They've grown and retaken their borders over the centuries and have been a strong member of the Confederacy for the past 600 years.
    Spoiler: The Empire of the Basalt Obelisk
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    The Empire of the Basalt Obelisk - The history of the people of the Basalt Obelisk is long and connected with the North. An offshoot of Aurora born out of the years after the Cataclysms, the Empire of the Basalt Obelisk grew out of a series of wars and revolts against the feuding emperors, kings, and warlords of the millenia prior squabbling over the North and remnants of Aurora, the Raptor States, and the Deep Tribe.

    A union of Human, Luug, and Krakari the Empire of the Basalt Obelisk when it finally came together was founded in the city of Valthee constructed around a massive Basalt obelisk, as is to be expected from their name. The emperor was an old Krakar elected by the first council of oligarchs to rule over all that surrounded the fractitious city they had founded. This is a ritual that has repeated over the many centuries since its founding, each oath becoming longer and more complex as more land was taken and the people became more cosmopolitan. This ritual only changing with the founding of the Argent Confederacy, to grant clemency to those living beyond their borders.

    The people of the Basalt Obelisk are a varied lot, with the only cultural norm shared between their varied populace being their acceptance of eachother and fealty to the Emperor.
    Spoiler: The Republic of Awn
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    The Republic of Awn - The Republic of Awn is the product of the Awnite faith overtaking the Southeast Raptor States, Kingdom of Mereton, and what remained of Aurora that hadn't been reclaimed by the Empire that far South.

    The Disciples of Awn was a small religious order founded in the imagine of a Krakar named Awn, one of few possessing a divine spark which was ignited in him by the discovery of an ancient manual. After wandering for years, from this discovery a school was born to use the magic discovered by him, to better his people.

    He preached to his students Generosity, Knowledge, and Growth. And these tenets were spread by his students as they went on to work for the betterment of society across the lands.

    During the first Yellow Crisis, he and his students and their soldiers intervened. Driving the cultists and abominations in Mereton back with the help of the remaining Meretonians still capable of fighting. They then spent the next several years (between wars and dealing with the yellow threat across the South) organizing the rebuilding of Meretonian lands and eventually their accession by the Awnites.

    Over the past 800 years the Awnite religion has become less the driving force for this society as it has slowly become the Republic of Awn. The main governing body is known as the Administratum and the position of the Lords Protector and the Admiralty have become an oligarchal component to the running of the government, with the Principal of the ancient College still remaining lord of the whole.

    The Ministry of the Exterior founded by the now long gone, Lord Noventa remains a strong faction outside of the Administratum and continues its ancient work to keep the world stable beyond its borders.

    The lord of the Church of Awn is known as the Principle of Awn and with the changes over the centuries to the society built in his image, the teachings of Awn have mutated and to the modern Awnite has become rote and regulation.

    The Mission and Inquisition working for the Church remains by and large traditionally headed by a Prophet of Ashlif, usually found in less than a week after the previous prophet dies of old age. Always of old age, never violence or base disease. It is through these venues which word of Ashlif is spread into the Awnite faith, and beyond. Word of any god being a rare thing.

    The Republic of Awn is a strong force within and beyond the Confederacy which it now belongs to, and over the centuries have been a hardy and industrious ally in the ongoing war against the Yellow.
    Spoiler: The Silverplume Confederacy
    Show

    The Silverplume Confederacy - During the fourth age the Raptor states were among those to exile their citizens touched by wild magic. Pushed out of their homelands and welcome nowhere else, those able to do so fled to an island in the South West, abandoned by the Raptor States and every other nation during the collapse. Embittered by their rejection and being slowly poisoned by the wild magic they possessed one way or another, the Confederacy took measures far beyond what the Raptor States were willing to endure to preserve the knowledge and industry their homeland was loosing.

    They lived on scraps of scraps and in unity scavenged and squabbled over nothing, and in their squalor found innovation like their kind always had. They lived like this for centuries until with the coming of the fifth age their last high lord was murdered by a rival. This kicked off a brutal series of clan wars which culminated in the founding of a syndicalist oligarchy.

    This oligarchy taking control of the island made a deal with the Ajivhan Khaganate to annex the small patch of territory controlled by a raptor states successor near the Western Khaganate. This invasion went off without a hitch and the cursed brethren of the Silverplume occupied and brought their innovation to their kindred, taking the best for themselves as they so rightly deserved. Some left, others were forced out. But a new order had been established. And in time, the old horribly contaminated island that had hosted them for centuries was abandoned to the last horde that had attempted to overrun it.
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    Default The Argent Confederacy

    The Argent Confederacy - The Argent Confederacy is a multinational government founded in the year 1181 by the Ajivhan Khaganate, Empire of the Basalt Obelisk, and Harconin Protectorate for the purpose of retaking the world from the horrors afflicting it. The Argent Confederacy has grown over the long centuries since its founding, now including the Deep Tribes, the remnants of the Navasti League, the Raptor States, the Republic of Awn, and the Silverplume Confederacy.

    Spoiler: Components of the Argent Confederacy
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    The Silk Road - Without the continental railroad, the silk road would be the Confederacy's backbone. The Silk road was a joint project between the founding members of the Argent Confederacy to establish a trading and messaging network between their cities to be run by Ajivhan, Basalt, and Navasti traders and soldiers. Protected under threat of the Confederacy.

    The Silk Road continues to function over 800 years later despite the more regular use of the continental railroad for the uses originally envisioned for the silk road, and has developed a bit of a black market within itself that's tolerated by those in charge, and rarely acknowledged.

    The Continental Congress - Founded to govern the Argent Confederacy and resolve differences between its members, the Continental Congress is the multinational head of the Confederacy divided between a house of representatives and a senate. Each member nation chooses its representatives differently for each side, some democratically, some through meritocracy or oligarchy. Though little is ever accomplished through congress, it has kept the peace over the centuries and kept its nations at work.

    Project Covenant - Project Covenant, the federalized child of the Vatnahlifir was an organization founded to combat the Yellow god and its cults and abominations. With federal authority, covenant draws officers and soldiers from all walks of life to combat the supernatural. It maintains offices in every major city, their larger facilities operating exclusively within the khaganate, aside of course from their military bases which operate along the coastal walls 'for emergency purposes.'

    Their purposes over the long centuries have went from understanding and combating the Yellow threat, to all supernatural threats, and have been a strong political faction from the first day.

    The Bulwark of Life - The Bulwark of life is a magical wall of plantmatter constructed and maintained around the Kingdom of New Avringae by the Republic of Awn using their shaping and pattern magic, made in an attempt to stem the Yellow corruption of the first Yellow crisis which overtook the whole of New Avringae and continually corrupts the nature and landscape of there.

    The Continental Railroad - Originally developed by Aurorans to move soldiers across the outer reaches of their territory, the Continental Railroad now extends across the whole of the Confederacy from the Southern most point of the Khaganate to the Northern reaches of Aurora and the Corpus Verde.

    The Continental Telegraph - Connecting the North and the South across vast distances by about 100 lines of wire is the Continental Telegraph. Constructed by Ajivhan and Basalt engineers to connect people across the vast distances of the Confederacy, originally for military and political purposes, as additional lines were layed and stations opened it has become a way for just about anyone to talk to someone no matter how far apart they may be from one another.

    The Coastal Defence Walls - One of the many projects undertaken by the Confederacy was the construction of a series of walls and defensive lines along the Western, Southern, and Eastern coasts. All for the purpose of protecting the populace of the Confederacy from the horror of the Sea, though of course there are those who still live along the coasts beyond the walls and the hundreds of watchtowers and gates make it easy to cross from one side to the other.

    In the West a great wall of Living Metal has been erected by the Harconin running from their Main enclave all the way to the Aetherial Collective, linking with the ancient silver walls, and going along the edge of the contaminated ghost marshes to the Ajivhan gates seperating the North and South.

    In the South a series of walls of concrete and bronze and silver living metal encloses the Southern Aetherial collective runs along the West to the Silverplume Confederacy protecting it and going along the coast to the channel gates. From the Sarandan channel the Southern wall runs all the way along the coast, past the Black mountain and the Deep Tribes before linking with Dawn's Wall.

    In the South East a long concrete wall runs from Dawn's wall to a small gate closing off Awn's channel, from there along the winding territory of the Republic of Awn, North into the Auroran territory and New Avringae linking to the gate of the Auroran Channel.

    In the North East another long concrete wall runs along the Coast from the channel gate from the South to the North up to the Arctic North.

    The Channel Gates - At the entrance to the Sarandan channel, Awn channel, and the Auroran channel are a series of massive gates and locks seperating them from the ocean, designed by Ajivhan and Basalt engineers and constructed of living metal, kaplo, granite, and concrete the gates are considered the first line of defence to those living around the channels against the aberration hordes of the sea.

    Spoiler: The Flag of the Argent Confederacy
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    The Flag of the Argent Confederacy traces its origins to the founding of the multinational union. Broadly speaking, the three horizontal stripes represent the three founding nations, whilst the six-pointed star represents unity between them and all the states which have subsequently joined. Originally each nation had its own variant of the flag, with the red star being the main constant, however over time they have converged on this single design.

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    Default Nations beyond the Confederacy

    Spoiler: The Dead Republic
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    The Dead Republic is a collection of various immortals and undead living upon the archipelago that once served as the capital of Aurora. After the Ascendant disappeared the few surviving revenants and vampires upon the smited archipelago banded together for survival and to attempt to rebuild their former glory. As time went on the population grew as other revenants, vampires, and eventually simulacra found their way to the isles and as the locals learned of the fate of the rest of the world this goal was slowly abandoned to become that of simply enduring in the world.

    The most knowledgeable people in all regards, the republic is the last bastion of the old world as it was. Sciences and magics are maintained by practiced minds, attempting to hold onto what they remember of their gods and the world that rose and fell in their wake. The superstitions of the rest of the world never truly settled into them and stories abound within the republic of districts suddenly exploding in violet flames and taking dozens with them.

    The republic is ruled by a council of seven, their names unknown outside of the republic, and they hold the republic together with an iron fist, knowing the dangers of immortality being thrust upon mortals first hand. Mild insanities are common place and for the safety of all, the psychotic are herded into makeshift fortress asylums to be let loose as a militia upon any who threaten the islands.

    The Dead Republic is thought of by most as a cursed people in a cursed land, and though their riches and wisdom are known few other than dead and immortals try to deal with them.
    Spoiler: The Grat Shae
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    A strange, tribal, and predatory people. The Grat Shae lived quietly within the whispering woods of the North until contact with settlers of the Aetherial Collective made them aware of the peoples of the lands. Stories of combat with Grat are few, as they hunt their enemy not only as soldiers but as hunters. Carnivores by nature they rarely took prisoners and their tendency was to feed upon the dead of both sides During the war they stood beside the Aetherial Collective and Gangari as a vast horde of mercenaries and during the cataclysms they retreated into their forest and sightings of them have been rare since, supposedly cursed.

    Few if any deal with them, and most emissaries are hunted before they make contact.
    Spoiler: The Khaloric Swarm
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    "The Swarm, or The Khaloric Swarm, as it was once known, is a compilation of large insects. If there is an insect that acts smarter than someone thinks it should, is bigger than someone is comfortable with, or isn't insectoid at all but lives in large clusters like an insect would, then that animal and the rest of its species are considered part of the Swarm. History says that they are the ones that built the first open libraries and museums and went on intellectual missions to other nations to spread education and cultural advancement.

    Galans, driders, and wildwings used to be part of the Swarm 800 years ago, but whether or not they are still part of it is up to scholarly debate with other races. The insects themselves are undivided though; they remain zealous in their adherence to the tenets of their pacifist religion, awaiting their Empress's return just as they have done in every Age, both recorded and rumored. Exactly what the Empress looks like is an easy way to get any intelligent insect to rant or start a fight, since no one has the same opinion. Even old writings have varying descriptions- she is a thousand people in a dozen cities, she is a single person that lives in a temple, she is a prophet that lives in space, she is a luug, she is a galan, she is a drider, she is a half-spider half-bull, she is a talking tree, she is an army of living metal dragons, she is actually an imprisoned aberration."

    -Viirin

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    Default Maps of the Known World

    Spoiler: Map of the Known World
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    Spoiler: Legend
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    Nations:
    The Ajivhan Khaganate - Dark Blue
    The Dead Republic - White
    The Deep Tribes - Grey
    The Empire of the Basalt Obelisk - Goldenrod
    The Grat Shae - Brown
    The Harconin Protectorate - Orange
    The Raptor States - Blue
    The Republic of Awn - Dark Gold/Brown
    The Silverplume Confederacy - Pale Green
    The Union of Auroran Republics - Purple

    Overrun Areas:
    The Ajivhan Desert / The Ajivhan Wastes - Red (Desert)
    The Ghost Marshes / The Aetherial Collective - Red (Marshlands)
    Navasti Isles - Red (Southwest Islands)
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    Default Notable Locations of the Known World

    Spoiler: Notable Locations
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    Agerra - A mythical land once held by humans of the first age, their civilization fell with the first gods of the land. It is said their descendants were wiped out by the Ray-Das save a few which found refuge within Ajivha and even later their within the Aetherial Collective and the Ajivhan Khanate, a few within them claiming their ancient blood.

    No one knows exactly where this land is but it's said to be to the West of Grand Ajivha.

    The Ajivhan Wastes - The ancient home of the Ajivhan people, the Ajivhan waste is a desert overrun with marauding bands of spirits and machines nearly devoid of life now as the sands and wild magics blow with the wind.

    Balaenic Archipelago - An archipelago once controlled by Aurora consisting of the isles of Balaena, Emico, Ferrum, Ovum, Pectora, Polus, and Salma. It's controlled by the Empire of Aurora, held together as a republic by tenuous treaties between the Auroran and Ray Das inhabitants.

    Cytundeb - A small island formed off the coast by the pactbreaker during the early days of the third age. It's Luug inhabitants swear loyalty to the Empire of Aurora.

    The Dead Isles - The Dead Isles are what were once the Auroran Archipelago, the center and glory of the Auroran Empire it is now a scarred and dead place populated only by the undead and immortals and their 'Dead Republic.' Hit first and hardest during the war and the subsequent cataclysms, it remains a cursed place where none but the cursed live.

    It is formed of the isle of Maia, the largest of the isles and the capital of old Aurora remembered as Nova Verde, the isle of Pesh, the isle of Samosa, the isle of Tian, the isle of Toro, the isle of Verde, and the Kaigarde and Kashim isles.

    Ekaki - A tall and ancient mountain which Ajivha was constructed around during the early days of the first or second age. Sacred and scarred the mountain sits in the center of the ruins of the grand and ancient city.

    The Ghost Marshes - The once home of the Yish and the Aetherial Collective, the Ghost Marshes are a strange land covered in a jungle-like swamp marsh that once housed the most technologically and magically advanced civilization of the third age. Fully under the sway of the spores and plants of Gangari, the Marsh from a distance would appear to be the most hospitable place in the world. Mow unfortunately if one were to enter it they would find it is home to aberrations and other strange creatures as well as highly corruptive wild magics.

    If one walked far enough in one would begin to find the ruins of the collective's cities relatively intact, massive and elegant structures formed of silvery living metals now having gone strange, rooting into the ground and sprouting branches and leaves, malfunctioning automated security systems firing off without cause. These cities, cursed as most believe, are filled with untouched magical treasures and artifacts, things that any sane person would go to war over to possess.

    Gokvahar - The ancient capital of the Aetherial Collective, Gokvahar was a metropolis capable of flying through the sky. Forged by the hands of both man and god, Gokvahar was a wonder of magic and technology and the height of the Aetherial Collective's efforts.

    During the cataclysms Gokvahar was irrevocably damaged and fell into the ocean to the south of the Ghost Marshes, sinking deep to the bottom where it now rests. Though it would hold vast amounts of priceless artifacts of magic and technology, few have tried to search for it's wealth. The danger of the sea is seen as too great a risk for most who would be capable.

    Grand Ajivha - The first city according to the Ajivhan People, the center of the Sammah Ajivha Tahna as well as the beliefs of the Ajivhan people. In it's time it was heavily fortified, ordered in society and construction, and Grand. Once a bastion of civilization it was sacked and burned five times during the third age and the events that caused and resulted from the fifth burning marked the end of the third age and the fall of both man and god in the world.

    The city now sits as a ruin and monument to the end of the world surrounding the mountain Ekaki, burning in endless fire as an eternal war is fought within between those trapped within the city by it's new strange nature. Surrounded by a wasteland patrolled by marauding hordes of decaying Zalya and maddened aberrations few have tried to plunder the riches of the city and none who have made it inside have returned, believed to have become one with the endless cycle of bloodshed within.

    Highcrag - The tunneled chambers at the center of the mountains the Luug call home and the old Capital of the Luug peoples. It is considered sacred to the Luug by those who remember the old ways as it is where the Pale One sacrificed himself to ensure unity.

    Isle of Avagarde - A mythical island formed by Lysei to protect lost and abused children, found by any who seek it. To children the island is a paradise where one never grows old and all seems beautiful and simple. To mortal adults and the particularly wicked the island is a nightmare, where one is tormented by visions of their fears until they die.

    The spirit guardians of the place are said to occasionally take pity upon those seeking a loved one, occasionally releasing them and their child from the enchantments of the place and returning them to shore.

    Isle of Lyseria - A small island once held by an order dedicated to Lysei, Lyseria was taken over during the latter days of the third age by Katalia and repurposed to her desires as a prison, something that was later destroyed by the cataclysms. It is again an island ruled over by Aurora and the reforged order of Lyseria.

    Isle of Xule - A small island off the coast once controlled by Aurora, and populated by diplomats of the various nations. Xule was a place supposedly of peace, run with the intent to standardize trade and find better methods of dealing with problems other than war. It is currently the capital of the Empire of Aurora.

    The Jugaan Mountain - The Jugaan mountain is said in myth to have been a Luug known as Juugan, cursed by Gangari with immortality, tortured, and bound in a pit for her part in Cyth'raul's treachery, Jugaan was left to go mad and grow as she aged. Now the size of a mountain it's said by some they can still hear her screams of anguish and moans, begging to die on the winds. Which mountain she is exactly in the range she was bound is a matter of some debate however amongst the Luug.

    Lot-Vos - The name of an ancient citadel constructed by the Ray-das during their brief attempt at forming a civilization during the third age. Lot-vos was sacked and burned by Aurora and repurposed as fortress to enforce their will upon the halflings. Little but rubble remains of it now, but it's said by some the halflings are trying again to rebuild it in some corner of the world.

    The Navasti Isles - The ancestral home of the modern Navasti League, the Navasti Isles were overrun by Aberrations over 700 years ago.

    The Northern Wastes - A frozen wasteland in the far north populated by few, aside from a few herds of Shrage.

    Nova Verde - The once capital of the Auroran empire and now the center of the Dead Republic. What remains is rubble and ruin, but a fleck of it's opulence perhaps remains in the artifacts within.

    OileŠn Uisce - A circular island off the coast formed by Jashiki during the third age to act as his domain. Within the center is a village once held by his favoured, now a land cut off from the world by a malfunctioning enchantment upon it intended to keep those not blessed by him from entering.

    Onchesmos (New Ajivha) - Built through the combined efforts of the Driders, as well as Gangari and Lysei, Onchesmos was the capital of the Drider nation of Saranda. Constructed of flawless and unnaturally tough obsidian, Onchesmos became a center of conflict three times in it's history before the cataclysms. Twice burned in battle by Aurora the Driders were conquered and pressed into service against it's allies in the Aetherial Collective before being gassed and driven out in the opening of the great war.

    After the first of the cataclysms the nascent Ajivhan Khaganate was founded within it's walls and began to fortify it against the outside world in an attempt to weather the storm. After centuries as the Khaganate began to expand outwards it was renamed New Ajivha and became their capital.

    Qartog's Manor - A stony and Gothic Mansion constructed by the divine hand of Qartog during the early days of the third age. The Manor is thin spot in the veil between the Aetherial Sea and the Material Plane, within which the spirits of the dead can appear.

    During the cataclysms the thin spot was torn open and aberrations poured through into the lands surrounding it and further out as time went on. Though the hole remains still in the fifth age, few aberrations exist within the manor, most of it's occupants now being revenants from the dead republic looking for a way into the Aetherial Sea and shades acting as strangely as they always do.

    Silver-root - The ancient university of Grand Ajivha, Silver-root was a massive tree-like structure formed of polished silver living metal which housed and acted as a university for Ajivha and a temple for Gangari worshipers. Housing the largest library and runeworks in the known world Silver-root became the center of learning for most of the world in it's time. Little is known of it's fate by the fifth age aside from it being trapped in the endless war burning Ajivha since the end beginning of the fourth age.

    Silver-root was the first incarnation of the goddess know as Ashlif and it was through this building that she took human form and then divinity.

    The Temple of Khalorean - The first temple of the divinity Khalorean, once dedicated to Drya it was taken over by his priesthood and creations until it resembled a nest or hive. It was occupied by the Khaloric Swarm, functioning as a capital, before their leaving the world. It is now currently controlled by the Empire of Aurora.

    Valthee - The capital of the Empire of the Basalt Obelisk, formed over a thousand years ago around appropriately a massive Basalt Obelisk.

    The Silverplume Isle - The previous home of the Silverplume Confederacy, the Silverplume isle is a corrupt and now overrun land where its inhabitants fought for a living for hundreds of years with tooth and nail.

    The Whispering Forest - The forests of the Grat long ago took on an unnatural will during the third age. The plants have seemingly become intelligent, communicating with eachother, and through the strange and almost weaponized flora of the forests capable of fighting and killing those they decide threaten the forest. Aside from small pockets of wild magic little has changed in the whispering forest by 1900 AD.

    The Ajivhan and Auroran sections contain more detailed accounts of their individual territories.
    Last edited by Anti-Eagle; 2018-11-16 at 08:36 PM.
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    Default The Afterlife

    Spoiler: Revenants
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    Revenants

    Revenants are the risen dead of the land, victims granted a chance by the gods to bring vengeance upon their murderers. Or atleast that's how it was in the past. The original Revenants were men and women brought back to the land of the living by the divinity now known as the "Dead God," their bodies fixed and their minds guided to wreak vengeance upon whoever the "Dead God" decided was guilty for their death. Their bodies were made whole and resilient, their minds sharp, and they were granted strange powers to carry out their work. When their appointed tasks were completed they returned back to their graves, and they dropped dead so that their souls could return to their proper afterlives.

    In the current times, after the death of the "Dead God" and the disappearance of Gangari and his other scions, the rise of Revenants continues but they come back in far greater numbers without a divinity directing the process and determining what is and isn't murder, without purpose or guidance instilled into them, and without a path to release.

    All who can be said to have been killed in the Fifth Age rise as Revenants without guidance or purpose, to wander the lands for all eternity waiting to be released from their undeath. They return whole and unaging, never healing they're able to be injured and eventually killed but they always rise again upon the next full moon. The slow natural decay of their kind and death taking a toll on their bodies and minds.

    It is said to be possible to kill them or grant them death and the ways are many if difficult or unappealing. A third age ritualized burning is said to have been the cleanest and most merciful way to prevent or end their rising, but those who knew the prayers were long ago lost to the cataclysms. Being struck by lightning, being consumed by an Aberration, or having ones ashes buried in a land afflicted with wild magics or for that matter being killed by magics wild or otherwise are known ways to stop them.

    Some societies take this as a blessing, letting their dead rise for one reason or another. Others take it as a curse, ritually destroying their dead before and doing what they can to prevent them from rising in the first place. In the past, most who rise eventually find their way to their own kind and the Dead Republic.

    In the current years there is another way... The Vatnahlifir, the Ajivhan special forces, in the place of their patron Sinan offer to ferry the dead to Arcadia for a cost. The cost varies, they mostly desire influence through documentation further officiating their work, agreements, or a choice artifact. But all have a place in Sinan's order and even the poorest will find release.
    Spoiler: The Aetherial Sea
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    The Aetherial Sea

    Among the many fates one can have in the world there is what is called the Aetherial Sea, and it is the most common fate of mortal souls or atleast it was in the past. The Aetherial Sea is an afterlife that has taken the form of an endless ocean. The ocean itself is composed of mortal and otherwise souls, that for the most part have to the perception of mortals each taken upon the appearance of a drop of water.

    The dead of this plane differ in their states of awareness, though to the majority their minds have taken upon a dream-like quality that has rendered them unaware of their state or at best half-aware and drunk upon what their minds show them.

    Within the sea, many souls exist as parts of an afterlife as they see it, though due to the lack of a deity to impose order upon the chaos most afterlives within the sea currently exist as shared states of mind between souls rather than physicalities with the natural decay of abandoned realms.

    Of the souls that are aware of their nature and retain their shapes, there are three recognizable varieties. The exceptional, those of exceptional will, grand purpose, or keen mind. The awakened, those who have been called back to life by a divinity before, those who had managed to stay upon the mortal plane after death before passing on, and those who have been affected by a divinity in certain ways. And the insane, those who have one way or another managed to stay aware after death but without any protection or capacity to cope either with their death or the afterlife in which they have found themselves.

    Those who go insane within the sea have a tendency over time, to take upon its chaotic traits becoming aberrations, closer to what men know of spirits than men. Their forms warp taking on aspects of sea creatures for the most part, their minds becoming predatory with the thoughts that remain of their previous lives gibbering.

    With the sheer number of dead, the number of these creatures is substantial and due to the way they hunt eachother to consume one another, rather massive creatures have come into being. The souls of the defeated aberrations merging with the victor, congealing essences of the creatures into something of greater power.

    The appearance of the sea as it currently stands varies depending on the the observer and the general mood of the sea at the time, aside from the artifice of divinities of course.
    Spoiler: Arcadia
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    Arcadia

    Within the Aetherial sea exists a vast continent once under the sway of Gangari known as Arcadia. It was and still is the land his dead are drawn to, as are many of the souls who remain aware after death seeking it's refuge. Once a paradise of Gangari's design, almost entirely wilderness, the land known as Arcadia has begun to decay. Its land under threat of aberrations as the material world is, and its ground sinking and fracturing. The souls trapped and bound to this land continue to seek rest, others remembering the past and their duties attempt to form civilization, defending their kin and attempting to repel the maddened things crawling up from the shore.
    Spoiler: The Collectors of the Dead
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    The Collectors of the Dead

    There are several services across the Confederacy and in the nations beyond it which offer the collection of the dead. Whether they be state-run or private businesses, most do so for little fees. It varies in what they do with the bodies and what they advertise this business as but most eventually give into it.

    The Ajivhan Khaganate (specifically the Vatnahlifir) in the spirit of Sinan's miracle offers their services to the dead, claiming that they are able to pierce the veil separating the world and the Aetherial Sea. They do so in exchange for boons across the continent with local governments, not restricting the poor and statistically insignificant but taking longer to process them and cross them over with the influential and wealthy receiving the miracle first. None have returned after giving themselves over to the dead collectors.

    There are 'similar' services across the continent, some promising quick and painless destruction of the body, or that their remains will be given to the recombinants.

    Additionally the Dead Republic continues to have its gate open... the reality of where most dead continue to end up, the other options being tied to ones faith and the wish for an end beyond waiting for the end of the world.
    Last edited by Anti-Eagle; 2018-10-20 at 05:01 PM.
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    Default Known Divinities

    Spoiler: Divinities of the World
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    Ashlif - A divinity of the Third and Fourth Ages and a scion of Gangari, Ashlif is the daughter of Gangari first incarnated into the world in the form of the University of Ajivha, a large tree-like building formed of a shining silver living metal. After awakening and taking a more relatable human form the being known as Ashlif was an enigmatic and rarely recognized creature that wandered the lands and mingled amongst it's peoples before being granted divinity by Gangari, eventually becoming a deity of spies and mages in certain circles. What worship of her was conducted tended to be tied to Gangari and scion worship.

    Her fate was unknown between the third and fifth ages and contact was only re-established with her in the year 1191 AD by the Disciples of Awn. She speaks to them through her prophets, guiding them and the ongoing war against the Yellow things in the world.

    Cawles Strix - A divinity of the Third and Fourth Ages, a scion of Gangari, his demiurge, and his high-priestess. Before being granted divinity by Gangari, Cawles was a scion of the Krakari Strix house and the prophet of the deity Qartog. After Qartog faded from the world Cawles made her way to Grand Ajivha, and the learned halls of it's university. She became a member of Gangari's cult and after decades of grooming became his High-priest. Eventually granted immortality and then divinity Cawles became a deity of knowledge amongst the peoples. Her fate remains unknown in 1900 AD, though sightings of her are abound and what worship of her remains tends to be tied to Gangari and scion worship.

    Cyth'Raul - A divinity of the Third Age, Cyth'Raul is remembered as the Pactbreaker for the acts which earned her infamy and later death. Remembered for her part in the banishing Jashiki, the cull of the Luug, the Auroran civil war, the second burning of Ajivha, and her execution by Gangari. Hated by many who still remember the pain she caused either culturally or personally, little more is remembered of her than her crimes and little if any of her cult remains by 1900 AD.

    Drya - A divinity of the Third Age, Drya is remembered by some as a nature spirit inhabiting the lands known as Mereton. Said to have been driven to madness by the killing of her followers by a Meretonian cult, she visited a great fire upon them before disappearing. Few remember her by the year 1900 AD.

    Gangari - A divinity of the First, Third, and Fourth Ages, The old man known as Gangari is remembered as a god of wisdom and magic, and blood and fire. Bringing great progress and magic to the people's of the Third Age, Gangari became the patron of Ajivha and many learned folk amongst the lands, striving for peace and stability in a land constantly at war in his eyes. Through his wisdom when Ajivha fell, and he brought wrath upon it's murderers, he led those who remained faithful to him over the spreading Aurorans away to build and plot and flourish. Through his wisdom he led the exiled of the world to safety where they could fortify and arm. Through his wisdom he corralled the dead and gave them peace. Through his wisdom he caused the end of the world, bringing a great war and great tragedy to the lands that still echoes through the world.

    In the past his followers could be found amongst all societies and all walks of life, particularly farmers, craftsmen, and scholars. In the Fifth Age most remember him and his works, revered and feared in equal measure. Honoured by those who still remember him fondly and given offerings by those who fear him returning. None know his fate for sure, most thinking him have disappeared around the fall of Ajivha and the beginning of the Fourth Age.

    His works can be seen in nearly everything in the world, from the runes to the creatures to the dead wandering the lands.

    Jashiki - A divinity of the Third Age, Jashiki was a creature of the sea, worshiped in equal measure by both the Aurorans and the Ray-das. After years of supporting pirates and raiders along the coast as well as rebels and tyrants, as it would be claimed by Lysei seeing him and his cult as undermining efforts to reform Auroran society. He was banished by the combined efforts of Gangari, Lysei, and Cyth'raul for his meddling. His cult would claim him to have been a wise and kind being if capricious, and Gangari after having a change of heart regarding his place and fate returned him to his followers and the world. During the awakening of the divinity known as the Ascendant, Jashiki was slain by it and his essence was scattered into the oceans.

    By 1900 AD, his cult still lingers amongst the Dead Republic and certain coastal tribes.

    Katalia - A divinity of the Third and Fourth Ages, scion of Gangari, his enforcer, and his executioner. Before being granted divinity by Gangari, Katalia was Lysei's "Weaver of the Inferno," acting as his assassin and his soldier. After Lysei faded from the world Katalia was captured by the Auroran army and sentenced to death for her work. Taking pity on her Gangari rescued and reformed her before granting her divinity, to act as his servant. She became a deity of fire and retribution in the world shortly before the first of the cataclysms. Her fate is unknown and what worship she's afforded tends to be tied to Lysei or Gangari and scion worship.

    Khalorean - A divinity of the Third Age, Khalorean was a being associated with insects and other strange scuttling things. Shortly after he arose he established a Drider cult in Mereton and began introducing many mostly forgotten strange and powerful creatures into the world, most of which were killed in gas attacks during the opening days of the great war. It's believed by most that he faded from the world shortly before the war and the subsequent cataclysms.

    Lacae - An obscure divinity of the First and Third Ages. A being of peace, Lacae shortly after awakening in the world was said to despair over the warring between mortals and ascended to the heavens where she sleeps.

    Lysei - A divinity of the Third Age, Lysei was a being of fire and retribution who after being horrified by the inequality and corruption of Aurora and its slave trade set to work reforming and controlling Aurora. Believed by and worshiped by some Aurorans to be an incarnation of Roe, his cult carved a swathe through their own people, burning rival cults out and taking control of its government, putting him and his cult in control of the people as he manipulated its monarchy with threats and punishments. Through the work of Gangari and before he was exiled, Jashiki, the Auroran people were able to seize control of their lives from Lysei and curb the more zealous aspects of his cult. He's believed to have faded, having become apathetic to the plight of Aurora as they turned from his bloody path and back to their own.

    By the Fifth Age, his cult lingered amongst the Auroran tribes waiting for his return and enacting his rituals, hoping for his fire to grant them safety and retribution. By 1900 his cult has seen a resurgence amongst the Empire of Aurora and the Empire of the Basalt Obelisk.

    Qartog - A divinity of the Third Age, Qartog was a spirit of wind and death, visiting gifts upon the Krakari and her wrath upon their enemies. She's said to have fallen into madness and despair at being unable to turn away the vast tide of bandits raiding their countryside before fading away.

    Little if any of her cult remains by 1900 AD.

    Roe - Believed to be a divinity of the First Age, Roe is a figure remembered by those descended from Aurora as the father of their people and the one who brought them to this world. Few details of him remain and in the second and third age, misremembered as a man named Matthias he and his line were believed to be the incarnation of this god and he was venerated through him. Still worshiped amongst most of those who claim Auroran descent assuming him to still be amongst them in one form or another.

    Themeron - An obscure divinity of the Third Age, Themeron sought war out during the brief period he existed in the world and shortly after managing to create one between the Aurorans and the Ray-Das he was executed by Lysei.

    Therax - Believed to be a divinity of the First Age, Therax is a figure remembered by the Luug as their creator. During the second age it is believed by the Luug that he appeared to them as a Luug known as the Pale One who sacrificed himself to cease their constant and petty warring and unite them under a single banner. Still worshiped by most Luug, they await his return hoping to grant them final unity and dominion.

    The Dead God - A divinity of the Third Age and a scion of Gangari. The being known as the dead god was a strange and skeletal creature said to be born of Gangari's will and charged with the care of the dead, to see the innocent find peace and the guilty find death. Granted power over death, it was he who brought the Revenants into the world to bring retribution upon their killers, directed them, and when time came granted them peace. Shortly after the rise of the Ascendant he was killed in battle with it, his essence becoming one with the land, his will lost, dooming the dead to wander the earth. He's still worshiped amongst the Dead Republic, a rather fatalistic religion, hoping for him to return so they can feel his call again and be released.

    Sinan - The Khagan of Ajivha from the year 1162 to 1262 AD, the story of Sinan is the story of how the khaganate has reached the place it is in now. Born 1,919 years ago, 19 years before the time of the gods, Sinan was the son an Ajivhan blacksmith. He lived a peaceful life, marrying a farmer's daughter and having three children.

    And then the first burning of Ajivha happened. His burnt husk of a body was salvaged, he was given tools, and a list of names. He brought what vengeance he could upon the monsters that had destroyed his life in less than a day, and then he kept killing. Adding new names to the list. He was a Justiciar of Gangari. His body sustained almost entirely by hate gave out in a couple of years and so he was given a new one, of metal and gear. He kept killing. Killing until as one of the elders of the Aetherial Collective he was given the title of Grandmaster, and he became one of the first wraiths in service to the collective's legion of soldiers.

    He was at the front of the war that brought on the end of the third age, quickly claiming and reclaiming Grand Ajivha and staying to ensure its reclamation by the collective and the Ajivhan people. Things, no matter how well they had went in the beginning, quickly spiralled out of control with the coming of the Ascendant.

    Sinan was trapped in and spent roughly the next 800 or so years fighting his way out of the hell that had become of Ajivha.

    After a time of wandering he came to settle in New Ajivha as a guest of the Khagan, impressing him with his story and coming to be his successor.

    Sinan as a wraith and survivor of Ajivha possessed of himself immortality, practical invulnerability to the world surrounding him, and knowledge and powers occult. He was able to cross the veil seperating the world and the aetherial sea, and one of his many "miracles" was the bringing of the dead to rest and paradise.

    After bringing the Khaganate to order and unity he left after 100 years in power, leaving with half of his Vatnahlifir to return to Grand Ajivha. Though the miracles did not end... The Ajivhan people view him in a messianic fashion and still believe him to be ferrying the dead to the paradise of Arcadia, and his cult collects the dead for this purpose for a modest and variable fee which even the poorest can afford.

    Awn - The first practitioner of Awnite magic, Awn is viewed in a messianic fashion by his disciples and those of the Awnite faith. Responsible for the founding of the school now sitting at the centre of the Republic of Awn, and the rapid expansion, as well as the effective defence of the society he and his disciples birthed he is remembered fondly and often worked into the prayers of the religious in Awnite territory.

    The Ascendant - A creature born of the great war, said to be born of the dead of the conflict and fueled by their rage. Wreaking havoc across the continent the Ascendant was the cause of the cataclysms, warping and cursing reality as it crossed the lands appearing as a great pillar of violet flames, warring with the gods and burning the cities of man. No one knows where it truly came from or where it went, but it's coming into being is a mark of the beginning of the Fourth Age.

    Only the truly insane worship the Ascendant.

    The Yellow God - A pervasive and corrosive force across the lands, word of the Yellow god has been spreading for the past nine years. Little is known of this being outside of its cult, but the dreams that came with its coming can be felt by most lands to one degree or another. Targetting the isolated, alone, or simply tired its worship has spread across the lands taking over New Avringae and nearly subverting the Rising Light to its work.

    Its cult is secretive and subversive in every aspect it can manage, finding ways to work itself into any part of society it can get its talons in and spreading while the insectile things they work for and with fester in the wilderness and untouched ruins.

    Over the centuries it has created many a crisis to deal with but none are more memorable than its first, where it took over the whole of New Avringae, festering for years before anyone dared assault the crumbling walls, and only did so at the last hour of its ascension. Thousands of stinking yellow-blooded insectoid abominations spilled from the earth, and tore down the assaults upon their hives as if the mortal lives and their weapons were nothing. This ended with the Yellow God making its personal appearance, with earthquakes and nightmares and fissures of yellow light it rose from the earth as a colossal aberrational butterfly bathed in Yellow light.

    It has since been seen during the crisis in the Empire of the Basalt Obelisk, when they nearly fell to the Yellow cults, and in the Northern Raptor states during a similar crisis which was barely repelled by the intervention of the whole of the Argent Confederacy.
    Last edited by Anti-Eagle; 2018-10-20 at 12:42 AM.
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    Default Races of the Known World

    Spoiler: Races of the Known World
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    Humans - I assume little needs to be said of Humanity. The two largest ethnicity of humans are Ajivhans and Aurorans. Ajivhans on average are a tall dark skinned people of complexions ranging between what one would associate with Greeks and what one would associate with the Turkish. Aurorans are a varied lot that all consider themselves the same people, encompassing all of non-Ajivhan humanity they can be found across the continent.

    Ray Das - Ray Das - The Ray-das are short people, resembling Humans the most, who are often very jolly and happy but have been known to take great pleasure in stealing everything you own and watching you bleed whilst they do it. It is claimed by some that their people used to be able to turn into animals, and while it's impossible now, it's believed by some that they still retain traits for their animal. It's sometimes said by the halflings that you could figure out their animal just by the way they acted.

    The majority of the Ray Das live along the coast or on islands, many of them raiders, bandits, and highwaymen of one variety or another with their kind's long affinity with the sea, natural greed, and predilection to violence.

    Yish - The Yish'Tai are a pale-skinned, pan-eyed humanoid species that inhabit the densely shadowed Marshlands of the South West. The average height for males is 7 feet, for women it is 6'5. Their skin colour varies somewhat between white and translucent blue. With elongated ears and large, flat discs for eyes, they present a somewhat unnerving image. Their noses have all but sunken back into their face, and their lips are thick and scaly. Most Yish'Tai keep their black hair cut short for practical purposes; some women tie it back with marsh-weed, while their men often keep it in a wolf-tail.

    Yish'Tai are tall and lean; and most lack the potential for large musculature, due to both their diet and lifestyle. While their reflexes are certainly quick, they heavily rely upon surprise and speed when hunting.

    Most of the Yish'Tai died during the war and the cataclysms, others became what are now known as Corvans, some clans of the kind remain however. Primarily in the Ajivhan Khaganate.

    Corvans - Corvans in the past were a race born of the first burning of Ajivha, resurrected and bound to Gangari, Corvans appeared much as they were before aside from some changes. Their eyes changed, developing black pupils and a metallic bronze iris, and upon their backs the bronze living metal of Gangari grew into his spiral-star mark. They were strong, healthy, and keen of mind each. Each holding a natural tie to Gangari and an affinity for his magics. This blessing in it's time became a pact, and it's power was shared amongst those peoples who held Gangari in their hearts. This brotherhood eventually spread to all races and nations and it was this brotherhood that came to serve Gangari in his collective and during the war fought to bring his order.

    It's unknown at what point this racial identity became associated with the modern Corvans, the descendants of the old Aetherial Collective and a somewhat different race. The Corvans of the fifth and latter days of the fourth age are a collection of several similar races which claim Corvan ancestry and seem to have descended from Humans and Yish alike despite such a thing being impossible. Some believe this to have been the work of Gangari and others the result of almost constant exposure to mild wild magics over the generations.

    Modern Corvans on average are lithe, elven creatures bearing resemblance to both Humans and Yish. Details vary based upon their various hybrid natures and the course of their blood, but all of them have in common the marks of the old pact: Pitch black eyes and Gangari's star-spiral mark in bronze living metal upon their backs. It's known that some of the old blessing remains, with their hardy natures and ability to heal from almost any wound given enough time.

    Silver Corvans - Silver Corvans are cousins of the bronze Corvans more commonly seen, originating from the Harconin Protectorate. They have silver eyes and silver living metal spirals on their backs, and an affinity with living metal. Given time and training they're able to tap into the living metal and manipulate it to work impressive feats of science, magic, engineering, or art.

    Gold Corvans - Gold Corvans are a race of Corvan created by the Khagan Sinan the early 1100s to be a superior race. With blue eyes and a gold Star-spiral, their kind is readily identifiable as related to the Khagan's bloodline and are thus considered royalty, generally having social and legal status above their means. Shared amongst them, and generally kept a secret is the ritea they undergo at the age of eighteen connecting them further to the ancient Khagan, having shards of Simulacra crystal implanted into their skull which slowly replaces their brain and nervous system, giving them fragments of Sinan's memory and ensuring them a form of immortality.

    Krakari - Long, lean and lithe, the Krakari are an avian race with feathers and all. Their feathers vary from one Krakar to the other much like hair or eye color in humans. But instead of humans, the Krakaris are covered in feathers. Their face carry large eyes used to spotting prey from afar and beaks from when they had to tear them apart. The Krakari descend from birds of prey so their beaks are strong and hooked at the end. Their hearing is better than normal but not abnormally good.

    Their necks turn from side to side like a regular human being but they have a natural hunch in their back whenever their attention isn't piqued. When they are detecting noise, searching, listening intently or trying to intimidate something they raise their necks and reveal their true height. When they spread their wings, their wingspan are almost double their height. An average male Krakar is usually between five and six feet tall with the females between four and five feet tall.

    Their arms are deceptively long but are usually tucked at their sides with their small hands in the middle. Their arms are actually proportional to their bodies but muscle exists beneath their hands that hold the rest of their wing making it seem like they have their hands in the middle of their wings when at full length. Their hands are long, wiry digits with three fingers and a thumb with a perpetual cold feel to them despite the Krakaris being warm-blooded. They fold their arms and keep them at their sides making their wings tuck neatly next to their body. It acts as a natural cloak if need be and water usually slides right off their feathers.

    The Krakari have very strong legs that bend slightly backwards with talons at their feet. Their talons are sharp and deadly and help the Krakaris get a good grip of earth alongside helping them hang off of things. They have a very recognizable sound when they walk especially on flat stone or marble floors which is why rich merchants usually dread having Krakari over in their lavish mansions. Their talons tear and grab instinctively and of recently the wealthy Krakaris dip their talons in bronze, silver or gold to show their wealth.

    The Krakaris lay eggs and are fiercely protective of their young. They guard their eggs with their life and when the eggs are hatched, they care for them deeply. Often the parents of a newborn egg will guard their offspring until the baby emerges from the egg. The initial period where the baby emerges from the egg are when the parents see the characteristics of their child. A child may burst out of an egg showing their strength or even crack the egg at certain places to weaken the structure to signify its intelligence. But newborn that do not emerge at all are cast down.

    Luug - A hulking, grey, stone skinned, and hard-headed breed of beasts, the Luug are of the earth. Literally, the Luug are spawned from large pools of a primordial substance, practically beings of living stone. Apparently immune to the ravages of time, the Luug's rocky scabs grow over their body and eventually come to form a boulder upon the Luug's back. When the Luug has become this old, they start to catalog their own history on their own back, their life story engraved for all to see. Then, finally, when a Luug desires death, or has fallen in battle, they give themselves to the pool that spawned them. In giving themselves to the pool, they feed it, keeping it "alive" and able to spawn more Luug. New pools can be made with several Luug dying with each other and being in a place where their liquid remains can pool.

    Their appearance is dependent on the Luug's surroundings during the first years of development, along with the location of the spawning pool. Once the Luug reaches adolescence, their skin is like that of the earth around them.

    Born warriors, the Luug value strength, but they also see strength in places that others might not. In the runes the elders carve on their back, the Luug see wisdom, which hones strength in directing its fury. In the crawling of newborn Luug from the spawning pools, the Luug see perseverance, which keeps one strong in the darkest times. In honor, the Luug see the practical restrictions of strength, for the raging beast destroys its own home, as the Luug have seen firsthand.

    Driders - The spiderfolk known as the driders are an odd blend of man and arachnid introduced into the world by Lysei and his Genners. Larger than men and almost resembling them if one were drunk, driders have an upper half (mostly) resembling the upper half of a human (save the originating breed which had bodies covered entirely in chitin, eight eyes upon their heads, and mouths filled with needle-like fangs) and a lower half mostly resembling a spider. All Driders are born starving and all Driders are so born feral, taking years for the other Driders to whip civilization and thought into them.

    Sexually dimorphic and functioning in biological castes, all Driders are bound to a brood queen which is the only female allowed to breed in their clan and in turn their clan. All Driders are recognizable as a descendant of their particular Queen resulting from the series of biological quirks burned into their genes by Lysei that makes each Queens offspring unique from the others in one way or another with each generation becoming further and further apart from one another. Queens have been known to grow to take up entire rooms.

    Most Driders live in the Kingdom of Khalorean in the Empire of Aurora.

    Wildwings (Dust Moths) - A race of creatures created by Khalorean during the Third Age, Dust Moths were once a colourful breed of supposedly humanish creatures able to take the forms of large butterflies with wings said to be about eight feet wide. These 'Rainbow Butterflies' as their creator referred to them, preached unity and tolerance until their near extinction during the opening days of the great war when the Khaloric settlements were gassed and burned.

    The few survivors fled underground, losing their colour and the ability to change form, they became an odd race resembling a blend of man and moth. Humanish creatures with pitch black eyes, moth-like antennae that appear almost like large elegant eyebrows, and dull coloured moth-like wings.

    Most left with the Khaloric Swarm as recombinants but a few remained, settling across the Auroran Union.

    Grat - The Grat are an odd race of large predatory tree dwelling reptilian marsupial-like creatures. Tribal and Xenophobic, during the cataclysms of old the Grat retreated into the northern forests. Few have seen them since or atleast lived to tell of encounters with them.

    Simulacra - A race of incredibly complex mechanical humanoids related to Zalya, Simulacra were created by the god Gangari to grant his followers a way to continue their service after death. Forged of living metals and odd crystals, Simulacra contain the bound souls of ancient dead, eternally bound to a pact made with their now absent lord to serve. Slowly decaying from a lack of maintenance most Simulacra live within ruins and what is known as the Dead Republic, finding only sadness in walking amongst mortals for too long a time. Amongst the dead and the immortal they find kinship as they watch the world and wait for things to change or for them to be released from their eternity.

    Revenants - Revenants are the risen dead of the land, victims granted a chance by the gods to bring vengeance upon their murderers. Or atleast that's how it was in the past. The original Revenants were men and women brought back to the land of the living by the divinity now known as the dead god, their bodies fixed and their minds guided to wreak vengeance upon whoever the dead god decided was guilty for their death. Their bodies were made whole and resilient, their minds sharp, and they were granted strange powers to carry out their work. When their appointed tasks were completed they returned back to their graves, and they dropped dead so that their souls could return to their proper afterlives.

    In the current times, after the death of the "Dead God" and the disappearance of Gangari and his other scions, the rise of Revenants continues but they come back in far greater numbers without a divinity directing the process and determining what is and isn't murder, without purpose or guidance instilled into them, and without a path to release.

    All who can be said to have been killed in the Fifth Age rise as Revenants without guidance or purpose, to wander the lands for all eternity waiting to be released from their undeath. They return whole and unaging, never healing they're able to be injured and eventually killed but they always rise again upon the next full moon. The slow natural decay of their kind and death taking a toll on their bodies and minds.

    It is said to be possible to kill them or grant them death and the ways are many if difficult or unappealing. A third age ritualized burning is said to have been the cleanest and most merciful way to prevent or end their rising, but those who knew the prayers were long ago lost to the cataclysms. Being struck by lightning, being consumed by an Aberration, or having ones ashes buried in a land afflicted with wild magics or for that matter being killed by magics wild or otherwise are known ways to stop them.

    Some societies take this as a blessing, letting their dead rise for one reason or another. Others take it as a curse, ritually destroying their dead before and doing what they can to prevent them from rising in the first place. Most who rise eventually find their way to their own kind and the Dead Republic.

    Vampires - Immortal creatures first introduced into the world by Jashiki. Those who become vampires develop elongated and pointed teeth, become repelled by Silver and burned by contact with it, become able to heal and regenerate their physical forms except what is inflicted by silver, become stronger, and become able to breathe underwater. Being bitten by a vampire transfers the blessing and transformation into one happens over the course of a week.

    Vampires were mostly prevalent amongst the coast and island dwellers of Aurora, and particularly amongst the Ray-Das population. Due to their nature as immortals most vampires now live within the Dead Republic.

    Fallen - Ghouls descended from the ancient house of Verde, the Fallen are a race of giant aberrational crabs living in the far North carefully biding their time and growing more insane with the passing of every year. The Fallen practice blasphemous rites and magic to meddle with spirits, binding aberrations to their will for use in their armies and similarly binding spirits to their remaining flesh to increase their power. They exist in an alliance with the Empire of Aurora, bending their knee to its emperor and standing behind the throne in times of trouble.

    Morians -The Morians are a off-branch of humanity descended from Mariana, the only daughter of Valencia and her drider husband Prince Moria. A union made possible by the will of the god Khalorean, repeated intermarriage between Mariana's descendants and unmodified humans has not diminished their arachnid features: typically hard chitin plates on the chest, elbows, back, and thighs. Morians are typically very private about their status and rarely show their plates in public, perhaps in recognition that despite the egalitarian philosophy of Valencianism, they wield disproportionate power to their actual numbers. While only comprising a tiny fraction of the population, it is estimated that as many as thirty percent of the highest positions in Aurora are occupied by Morians, including present day hegemon Romana Alascane. The Morians retain close links with their cousins, the Khaloric Swarm.
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    Default Notable Creatures of the Known World

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    Aberrations - Strange creatures originating from the Aetherial Sea, Aberrations are the congealed remains of maddened souls and soul-stuff that have found a foothold in reality since the beginning of the fourth age. Aberrations are the result of fluke souls staying aware of one's reality within the Aetherial Sea without divine protection, driven insane by both the nature of the sea and the chaos of existence outside of Arcadia the souls begin to change taking on qualities and appearances of sea creatures over time until they're entirely unrecognizable as what they once were. Within the sea Aberrations are predators, consuming eachother and merging their essences in the process becoming larger and more powerful leading to beings eventually coming together the size of skyscrapers.

    Since the first cataclysm Aberrations have begun to spill into the world, first through areas heavily corrupted by wild magic and now through the ocean. Aberrations in the world have been seen to hunt along the coast in packs seeking mortals, some have been witnessed to be adapting to the ocean and becoming apex predators within it, and others have been seen on occasion amongst the hordes of Zalya in the Ajivhan wastes. Magics and certain metals such as silver, meteoric iron, and living metals repel them far more effectively than base physical force due to their nature as spirits.

    Aurora Beetles - Creatures once created through Auroran magics and used heavily by their forces during the first burning of Ajivha, the Aurora beetles are a flying beetle-like insect that feed upon the magics of the world, weakening and corrupting the enchantments they touch in their hunger. Since the cataclysms they've gone wild across the continent and tend to inhabit those areas afflicted with "wild magic," nesting around and attempting to feed off of the ambient magics.

    Blackleaf Trees - A kind of tree only known to grow upon "Land Rust." Their leaves distinguish them from others due to their pitch black colour and their highly medicinal qualities when boiled. Blackleaf trees are cultivated in the south for their seeming ability to suppress wild magic, slowing or stopping it's more chaotic qualities from manifesting and warping reality suddenly and without apparent cause.

    Cave Maggots - Large writhing maggot-like creatures capable of boring through rock. Cave maggots naturally inhabit the mountains the Luug call home, and are both a threat to them and in the rare attempts at domestication a tool.

    Dragons - Large winged quadrupedal lizards with thick steel-like scales and fiery breath. Long ago created by Auroran Genners for their military, Dragons are clever predatory beasts that live across the continent in small packs driving fear into the same peoples who once created them.

    Galans - Large arachnids covered in what appears to be molten rock. It is said Galans were created by Khalorean to act as his servants in the world, and were once highly intelligent. Most of them were killed in the opening days of the war that led to the cataclysms, their kind gassed and their nests burned. Believed feral by most, Galans are creatures rarely seen or atleast spoken of outside of a few caverns in the northern mountains where they're known to prey upon the Luug before the coming of the Khaloric Swarm. It was as the rest of Khalorean's creations that most the Galans left when the Khaloric Swarm left.

    Ghouls - Ghouls are crazed, cunning, and incredibly tough and strong creature resulting from the rare occurrence of the possession of a revenant by an aberration. Entering the body of a revenant while attempting to consume their souls, the aberration becomes bound to their form. Ghouls take on aberrational traits over time as they walk the lands, continuing their hunt, now far more intelligent and mentally stable than they were as just aether spirits. Capable of masquerading as mortals or revenants, ghouls have been known to hide amongst communities slowly picking off those within them.

    Living Metal - An odd kind of "metal" granted to the world by the god Gangari, living metal is an incredibly strong and light metal that can repair itself and with the correct efforts be made to grow. Living metal in it's original form in the Third Age was used to form the massive silver tree of Grand Ajivha, the first incarnation of the goddess Ashlif, purposed as a university by Gangari for the peoples of Ajivha. Studied and utilized extensively by the Aetherial Collective, the metal is associated heavily with them outside of Ashlif.

    Silver living metal is the "natural" form of the metal and grows "naturally" across the continent, and outside of the Harconin Protectorate has"gone wild," forgetting it's intended shape and rooting into the ground becoming plant-like. Bronze living metal was created by the Aetherial Collective by effectively killing it and removing it's need for a constant influence over it, creating a variant that they could work without magics, the bronze metal however takes far longer to repair itself.

    "Land Rust" - A strange plant that has grown over the deserts of the south, even into the wastes of Ajivha, and into the surrounding territories. "Land Rust" is an incredibly hardy lichen-like moss that is believed to be able to grow anywhere it can find sunlight, oxygen, and something analogous to soil. It serves as a source of nutrition for both plants and animals as through a quirk of it's nature that allows plants to grow in and draw nutrients from it as if it was soil as it itself draws upon the soil under it. It is similar to grass in how it grows, where it grows, and grass may in fact grow upon it. It gets it's name from it's rusty reddish brown colour.

    Marsh Bees - A strange and hardy sort of bee combining traits of several kinds of bees including bumblebees, as well as certain traits of several other insects including the glowing abdomens of fireflies and the stingers of wasps. One of their quirks as created was that they adapt their forms over generations through a sort of directed selection that leads to them becoming better at surviving their environments.

    They were created to defend mages by the god Gangari after the first burning of Ajivha. Incredibly docile to humans and other sentients they Marsh Bees become hyper aggressive towards creatures such as the Aurora Beetles that consume sources of magic, and appear to them as a more attractive source of magic thus protecting their initial targets. Their venom upon being injected into another creature also marks the creature as a target to creatures that feed upon magic.

    These creatures are mostly responsible for the proliferation of the Spore of Andha across the continent.

    Qartog's Basilisk - Friendly black winged lizards with white patterns upon their forms. Their wings are powerful if intended for gliding more than proper flight, their claws are sharp, and their paws have adhesive pads for climbing. Their saliva contains a mildly acidic and paralytic toxin that they can spit over a short distance and takes little effort to take effect with skin contact. Naturally intelligent and curious they are friendly towards sentients and easily domesticated.

    Ravens of Gangari - Strange and incredibly intelligent birds with glowing blue eyes. Large in size with prominent beaks and a distinct call, they have a tendency for singing. Their feathers are odd, almost random patterns of blue and black and silver. They're difficult to trap and resent attempts at taking them as pets or domesticating them, but are otherwise friendly.

    Redpetal Flowers - A strange flower known to grow amongst the "Land Rust." Redpetals are a strange flower identified not for their colour but by the red coloured pollen within them and the poppy-like opiate that can be harvested from them. Redpetals have a strange quality by which their pollen can pollinate any other plant, and in reverse Redpetals can be pollinated by any other plant. This oddity has led to odd hybrid plants dotting the landscape where they exist, and by the current times plants in areas with Redpetals have homogenized into new species unseen elsewhere.

    Redpetals are primarily seen in the south and the west, particularly in the marshlands and the lands around Onchesmos.

    Shades - Strange spirits known to come from Qartog's manor, black shadow like things they tend to congregate in graveyards and sites of grand tragedies. They're rarely known to possess others to speak through them, delivering cryptic warnings of tragedies and disasters before departing.

    Shrage - A hardy and large kind of deer used as a riding mount by those of the south.

    Terrors - 20 Feet tall crab-like creatures, weighing multiple tons. Terrors hunt along the coast and within the ocean. Little is known of them or their origins in these times however it's believed by most that have encountered them that they're Aberrations of some kind. To the learned they're somewhat associated with the Fallen in these times and are believed to be some form of feral offshoot of their kind.

    The Spore of Andha - An obscure kind of seed found on certain grasses in the south. The spore is an odd organism introduced into the world by Gangari intended to alter the Flora of the world by integrating with cells containing chloroplasts and becoming one with it as a symbiotic organelle, using the cell to spread into the rest of the organism by replicating through it. After a year of infection, slow subtle changes to the organism begin to manifest. Photosynthetic cells and cell structures such as leaves turn greener and darken to better absorb light, sap and sap like fluids redden as their iron content increases, and fruit as well as seeds, pollen and other similar things also redden. Fruit also develops a slight bio-luminescent as well as becoming sweeter in taste. These changes among others serve to increase the nutritional content of the plant as well as introduce minor medicinal qualities, and make the plants more attractive to consume.

    The spore has contaminated over half of the continent by the fifth age, primarily the south and the west.

    Zalya - Soulless and relentless automatons built by Ajivha for use as soldiers. Once controlled and intelligent the machines acted as Guardians of the Ajivhan people, the Zalya were damaged, corrupted, and turned against the Ajivhan people by the Aurorans before being put down through the efforts of Gangari. During the third burning of Ajivha they were resurrected by Gangari and acted as a guardians and enforcers of his will, until the fifth burning during which control was lost again and they turned back to their oldest impulses.

    The cataclysms have rendered them insane marauders wandering the Ajivhan waste, working in groups and hordes hunting anything that they come across within it.
    Last edited by Anti-Eagle; 2018-10-24 at 03:24 PM.
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    Default Notable Artifacts

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    Aetherial Gates - Portals into the Aetherial Sea hidden throughout the world. Created by Gangari during the Third Age to serve as entrances to his realm in the afterlife. Knowledge of most of the gates have been lost. Those remembered are within the Manor of Qartog, the ruins of Grand Ajivha, and the now sunken city of Gokvahar however additional non-functional gates have been discovered across the continent.

    Amulets of Roe - Amulets forged by Auroran hand to shield men from the eyes of the gods. Once held by emperors and spies, most of the amulets have been long lost to the cataclysms as have the rituals to forge them.

    Bows of Khalorean - Ancient bows said to be forged by Khalorean of his most loyal followers, where they sleep within them. The bows are believed to lay within the land of Mereton awaiting the touch of their creator to reawaken them and release them from their prisons. It's claimed by some that they were recovered by the Khaloric Swarm before they left the world.

    Great Blade of the Judicator - A greatsword said to be forged by Lysei for the purpose of killing gods, believed to be able to slice mountains in two as the legend goes. What little is known of the fate of the blade in myths would lead one to believe that it was last wielded by Gangari in battle against the Ascendant.

    Grenadier Blades - Blades produced by the Aetherial Collective for their grenadiers, these blades self heat upon their rune being struck with substantial force, heating to obscene temperatures for up to an hour before cooling. They had a strong following among the Justiciars of the ancient collective for execution purposes, and are similarly prized by modern Justiciars in Ajivha.

    The Decanter of the Flood - A large bronze flask which upon having it's stopper removed and receiving a command produces water, almost like a geyser. It's believed to still be somewhere within the Ajivhan wastes, worked into a decaying irrigation system somewhere.

    The Orb of Fiery Reflection - An orb which upon being looked into gives one a vague vision of their own future, or that's how they myths went anyhow. It's believed to be held by an Imperial advisor in Xule.

    Pool of Life - A large reflecting pool said to lie deep within the sunken city of Gokvahar said to heal the sick, grant youth, and even resurrect the dead.

    Sky Ships - Magical ships able to fly in the sky. First created by Gangari for Ajivha and his Aetherial Collective. Without anyone capable of creating or altering runes, they became impossible to repair or even steer, and it's said that fleets of them still drift high in the sky. Wrecks are occasionally seen drifting towards the ground from the sky, eventually crashing, or their runes finally failing and raining debris to the ground.

    Spears of Lordship - Eleven spears forged by Gangari of a silvery living metal, light as air and unnaturally sharp, the spears have been historically held by leaders of nations given as gifts by Gangari. As one holds the spear, ones mind and soul leak into and imprint upon it, subtly and subconsciously guiding the bearers with the wisdom of the past as their minds add to it's wisdom. As of now, four are believed to have been destroyed, three have been lost amongst the ruins and are likely in the hands of the black market, two are held by members of the Dead Republic, one is held by the Emperor of Aurora, and the last by a Krakar of the Raptor States.

    Sword of Truth - A blade said to be forged by Lysei as a gift to the emperor of Aurora. The blade bursts into flames in the presence of a liar. It's believed the blade is held by a member of the Dead Republic.

    Yildirim - Ancient firearms manufactured by the Aetherial Collective, said to fire lightning and turn their victims to glass. Few have been seen since the war, most lost to the cataclysms and the rest an unsustainable weapon on the battlefield with the process of manufacturing their ammunition esoteric and almost impossible with the loss of most magics.

    Zalya Armour - An ancient kind of armour manufactured by the Aetherial Collective for their soldiers. Thick plate armour without openings or seams in the design, Zalya armour was created with ancient magics and divine inspiration of Living Metal. Designed specifically for use by ritually altered Corvans, the armour if one were to find a suit of it would be useless in the Fifth Age outside of perhaps a few members of the Dead Republic.

    Huma Armour - An ancient kind of armour manufactured by the Aetherial Collective for their warriors. A variant of Zalya armour, Huma armour bore finely crafted wings upon it's back which allowed it's wearer to fly.

    Wraith Armour - An ancient kind of armour manufactured by the Aetherial Collective for their warriors. A variant of Zalya armour, Wraith armour had the additional functionality of rendering it's wearer invisible to the eye, with perhaps a shimmer, or a shine, or a haze becoming visible around the armour while the wearer is moving or being struck with something.
    Spoiler: Additional Artifacts
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    The list above is a loose collection of examples of magic artifacts of the past. The below is a loose collection of magical and technological relics of the past in the hands of various black markets, confederate projects, and the Ajivhan Vatnahlifir.

    Examples of technological artifacts includes ancient tanks, helicopters, automatic weapons, radios, and aeroplanes.
    Last edited by Anti-Eagle; 2018-10-23 at 11:35 PM.
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    Default Magic of the Past and Present

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    Alchemy - An art which when first taught by Qartog was limited to the creation of a single poison capable of killing anything mortal upon consumption. This poison was tasteless and colourless and easily manufactured if one knew how to produce it. The knowledge was adapted over time and the ability to take life was engineered to grant it in time. Alchemical knowledge is in these times a carefully guarded secret of the Dead Republic, Empire of the Basalt Throne, and Ajivhan Khaganate.

    The Ajivhan Khaganate makes extensive use of alchemy, running approximately 100 distilleries across its territory solely for the production of Thyrazine, a powerful entheogen and stimulant used primarily in Koronahol Brandy, Exarch Cigarettes, and Pendulum Syrinettes. All three of which are included in the ration of every single soldier, and are carefully rationed out to the public. Used properly it has turned back the tide of the Yellow dreams and thus worship.

    Genning - An ability granted by Lysei to create and shape life through fire and sacrifice by those blessed by him. It's practitioners faded from the world a long time ago, however it is believed that some may still exist within the Dead Republic.

    Outside of the Dead Republic, a form of genning is practiced in the Republic of Awn by their disciples as "Awnite magic."

    Necromancy - A magical art held by those few blessed by Qartog. It's use revolved around manipulating the dead, death, life forces, and souls. Necromancers were able to communicate with the deceased, either by summoning their spirit as an apparition or raising them bodily, for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge. Necromantic powers and knowledges faded from the world with the disappearance of Cawles Strix.

    Rune Magic - A form of magic granted to the world by Gangari to alter and shape the world through glyphic inscriptions. It became the driving force of industry for half the continent and was mastered by Ajivha and later it's descendant known as the Aetherial Collective. The art died with the disappearance of Gangari and the fading of those who held his blessings in his time. Though the marks can no longer be created or repaired it's marks can still be seen across the lands and in the hands of the Khaganate, though the conditions of the runes is questionable with the majority malfunctioning in one way or another in these times.

    Water Benders - Those blessed by Jashiki to be able to shape and control water. It faded from the world a long time ago with the deaths of most of the blessed in the cataclysms, however it is believed that there are those amongst the Dead Republic still capable of using this power.

    Awnite Magic - Pattern altering and enforcing magic descended from genning, warped by millenia of wild magic and natural selection. Awnite Magic is a form of magic born of a discovery by a Krakar named Awn of a ancient Gardening manual for genners, which awoke a mutant spark of divinity in his soul allowing him to shape the world around him. This spark he found could be awoken in others carrying even the tiniest spark in their souls. From this discovery the Disciples of Awn were born and their word carried across the East.
    Spoiler: Wild Magic
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    Wild Magic - A strange affliction that entered the world during the fourth age through the cataclysms, warping reality without explanation or reason. Wild Magic is an invasive, corrupting, and chaotic force that has infected the lands over the past several millenia as the spheres have aligned and the veil separating the aether has thinned. The natures of the world and the afterlife have bled into eachother, creating areas where the world has changed in strange and sometimes incomprehensible ways.

    Wild Mages Some rare individuals find themselves able to control this chaos and turn it to their purposes, allowing it to infect their being, and sometimes even spreading it. Most of these people are shunned out of fear of their corruption, but in some rare tribes it's claimed by some that they're a blessing and cultivated for their power.

    In Ajivha, particularly by their Vatnahlifir, they are a prized resource. Controlled and possibly weaponized or placed in asylums for their protection both for them and the world around them.

    Vayri - Wild Magic infused storms and hurricanes rolling across the South, destroying or warping everything in their path.
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    Default The Ages of the World

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    The First Age (The Age of Creation) - The First Age recorded by mortals, little of this age is remembered in more than myth. Many divinities walked the land and few cultures agree on what began or transpired during this age other than the creation of the world. The First Age ended with the disappearance of the creator divinities from the world for reasons no one knows or remembers.

    The Second Age (The Age of Absence) - The Second Age is the period of time between the disappearance of the creators from the world and the reappearance of divinities. Though most details of the history of this age have been forgotten most remember the origins of their people and the struggles before the divinities returned.

    The Third Age (The Age of Gods) - The Third Age began with the ascendance of Cyth'Raul, Gangari, Jashiki, Lysei, and Qartog into divinities. It is during this age that the civilizations of the second age rose and fell until only Aurora, the Grat Shee, the Raptor States, and the exiled peoples of the Aetherial Collective remained standing of their own wills. It is during this age that magic returned and the world was revolutionized by the sciences. This age is well remembered even if the details have been lost to the cataclysms.

    Most civilizations held a technological level equivalent to the the industrial age, the Krakari and Aetherial Collective generally being more advanced in their sciences and works.

    The Fourth Age (The Age of Cataclysms) - It's unclear what began this age exactly but the events surrounding the end of the Age of Gods is well known. Gangari returning to the world of mortals after a hundred year slumber he took to allow the world to think and allow time for the peoples of the land to grow. Judging Aurora corrupt upon awakening he allowed his cult, the Aetherial Collective to initiate a long planned attack under his Authority. Gangari beside his cult, his scions, and his many allies began a takeover of the known world. Under a combination of mortal and divine assault the vast empire of Aurora was fractured, sacked, and burned until a new and insane divinity arose from the ashes of the dead and began destroying everything in it's path and cursing the rest. This deity referred to as the Ascendant by those still alive who witnessed it is responsible for the state of the world as it is...

    The Fourth Age was a time of struggle and desperation, most returning to simple and tribal or feudal ways, forgetting science and industry in exchange for survival. Superstition is rampant as a mechanism for coping with the change and surviving the almost esoteric nature of daily threats.

    The Fifth Age (The Age of Man) - The Current Age, beginning with the rallying of tribes under new banners and the re-establishment of stable civilization in the year 1174 AD. In the beginning settlements one could call safe from the horrors of the world were rare but had begun to form.

    Technologically the people of the fledgling footholds used a mash of bronze age, iron age, and early industrial era technologies. Superstition and ignorance were and still are rampant in most lands and those capable of wielding magics shunned out of fear of the corruptions it could bring.

    The banding together of societies brought an industrial age to the world which has been burning since the collected lands had the idea to wall themselves off from the ocean, a dream that has been realized over the centuries since its conception.

    By 1900 most of the lands live in unity of purpose and general peace, most of the known world is secured against invasion and armies are strong. Chaos rages in the seas beyond but little is seen on the mainland of these spirits. There is of course the matter of the Yellow however...
    Spoiler: A people's history
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    This is a placeholder while this is written and collected.
    Last edited by Anti-Eagle; 2018-10-24 at 12:24 AM.
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    Default Placeholder (30/10/2018)

    This is a placeholder post for future content.

    I am creating this placeholder for the purpose of placing future content above possible discussion that may be generated in the future.
    Last edited by Anti-Eagle; 2018-11-06 at 10:35 PM.
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
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    Barbarian in the Playground
     
    Anti-Eagle's Avatar

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    Default Placeholder (6/11/2018)

    This is a placeholder post for future content.

    This is to go along with the first updates to the game's mechanics. Let me know if you see anything that needs to be corrected or if you wish to comment on the rules as they are.
    Last edited by Anti-Eagle; 2018-11-06 at 10:38 PM.
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
    Avatar by Cuthalion

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    Barbarian in the Playground
     
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    Default Placeholder (26/11/2018)

    This is a placeholder post for future content.

    The Auroran section and map are now up.

    For anyone watching. The recruitment will begin soon. PM me or watch the recruitment forum if you're interested.
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
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    Dwarf in the Playground
     
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    Default Re: Ascendancy: a developing Gameworld

    Spoiler: Flag of the Argent Confederacy
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    The Flag of the Argent Confederacy traces its origins to the founding of the multinational union. Broadly speaking, the three horizontal stripes represent the three founding nations, whilst the six-pointed star represents unity between them and all the states which have subsequently joined. Originally each nation had its own variant of the flag, with the red star being the main constant, however over time they have converged on this single design.



    Spoiler: Flags of Aurora
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    Flag of the ancient Auroran Empire



    The flag of the first Auroran Empire depicts a red four-pointed star, which reputedly led Matthias and the original Auroran settlers to the island of Verde. The wave is generally held to represent the sea-faring nature of the Auroran people. The flag fell out of favour after the fall, and is now only used by the Dead Republic.

    Flag of the Union of Auroran Republics



    The flag of the Auroran Union retains the tradional red star, but places it in the centre and surrounds with the shade of 'Auroran blue'. The presence of this colour is the only universal factor in the flags of the six constituent republics of Aurora.

    Flag of the Channel Islands



    Borrowed from the ancient flag of Xule, the three arms of the triskelion are sometimes taken to represent the three islands of the Channel Sea. Alternatively, they can be seen as stylised waves.

    Flag of Nova Aurora



    The People's Republic of Nova Aurora has continued to use the flag of the its kingdom predecessor, imperial connotations notwithstanding. In the top corner is the Xulian triskelion, representing the close cultural links between the two.

    Flag of the Khaloric Federation



    The flag of the Khaloric Federation combines the maroon of the Khaloric Swarm with the Auroran blue. The white bar represents the peace between them.

    Flag of New Avringae



    Similarly to the Khaloric Federation, New Avringae bears the Auroran blue and a green that represents the original New Avringaen people, most of whom were lost to the Yellow. The red hammer symbolises both the state's Valencian ideology, and also the desire to rebuild after the Yellow catastrophe.

    Flag of the Corpus Verde



    The flag of the Corpus Verde is a variation of the ancient flag of Aurora. A key difference is the red and gold star, which reflects the traditional colours of the House of Verde.

    Flag of the Balaenic Isles



    The tribes of the Balaenic Isles did not have a tradition of flag use prior to colonisation, and so their flag is heavily influenced by that of the Auroran Union. It does, however, feature a stylised twisted rope which symbolises the (theoretical) unity between the various tribes of the archipelago.

    Last edited by The JoJo; 2019-01-05 at 06:30 AM.

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