The Outcasts

 All Images used in this story are taken from Google Images, I do not have copyright use for these images and if requested I shall happily remove them.

I do not intend to make any profit from this story as it is solely for the purpose of entertainment and enjoyment.

                                                                                              

The World as We know it:

For thousands of years our world has not been a peaceful one, magic has held a place through the ages but of course times change. Nations rise and fall, Empires come to prominence only to collapse by their own failings, great beasts and monsters come from the shadows only to be driven back into the darkest parts of the world by the strong warriors and magical users.

Despite advancements of our time, the world remains incomplete, the map still holds large amounts of unmapped edges, some would say that the map of the world in which we use to identify nations is only a small portion of the world in which we live.

Where once there was a great drive to explore and wander, but as nations, politics and the lure of gold began to take hold, the desire to go beyond the boundaries of the known and into the Unknown all disappeared.

The majority of the known worlds nations can be found in a surrounding of the Tethys Sea a great ocean that cuts our world into three, three continents one great in the North, one to the south west and a third in the south east. Though there are many nations, there are also a incredible number of warlords that control large swaths of land that is not controlled by any kingdom or nation, such warlords are common in the west whilst numerous tribes of demi humans dominate the great forests and mountains to the north and north east as well as in the deserts of the south west.


Laws of Magic:

Magic is an incredibly difficult thing to quantify in the world, it is well known and used on a daily basis however to truly explain it is near impossible.

The only thing that is known is the so called laws of magic, according to these laws certain magics come with a price upon the caster, there are some who say that certain magics are so dangerous, so powerful that to use them would cause irreparable damage to ones own soul.

To date there are five known means of using magic.

Incantations is the use of magic through casting Magic Spells, either through the producing of the words that are the Spell as is the case of novice or average magic casters or the focusing of magic through ones own body which allows a caster to use a spell without using the words, however such is very difficult and often requires many years of study, practice and experience.

Runes are primarily used by artisans, by carving specific runes and in a specific order, one can make stone much stronger or make a weapon that is resistant to damage, rust, never goes dull etc. Runes require much study and practice to harness and use properly, as already stated runes must be carved in a specific way and order, put the wrong rune in the wrong place and one must start again.

Enchantments are more common, since it is much easier and requires less time, Enchantments are the use of magic and placing it upon an item or object, such as weapons.  But they are also found within items of jewellery and other beauties, primarily as a means of ensuring that the object or gem within never ages or decays from damage.

Dark Magics are those spells and actions that are strictly forbidden according to a treaty in which all nations formally signed. The use of Dark Magics are seen as corrupting and destructive, though all magic can be used for violence and death, Dark Magics are specific in its usage, a person can die from a incantation for a fire ball, but they can also survive. Those who practice Dark Magics are looked upon as dangerous and evil, for as far as anyone is concerned only those who are evil in their hearts dare to use such dangerous and brutal magics.

Magic Circles is the use of painting and carving, by making a circle with various magical elements and wording, an effect is produce within the confines of the Circle. For instance many prisons within the Av'Olian Empire use Magic Circles within their cells to ensure that the Prisoners within cannot leave except by the will of their guards. Other places have Magic Circles to protect them from dangers, certain villages use large magic circles to protect them from monsters and beasts. And Adventurers often create Magic Circles when they stop to make camp in the wilderness.

The final mark of Magic, is split in two, the Unknown Magics, these are magical spells and forms that have never been able to properly be understood and studied, the primary theory is that Unknown Magics and the Unspeakable' are so different when compared to other magical forms that they are bound by their own laws. There are a few Sorcerers and Magical researchers that are studying the two but it is solely for the purpose of academic understanding.

The reason is because many see the usage of the Unspeakable magics as bordering on the Demonic and by using them causes a person to lose their very humanity.


Forms of Combat:

Whether by sword, spear, axe, club, dagger or any other physical hand to hand weapon, there are clearly defined Forms that are taught and given to respective and talented students. Those who can do more than simply hack and slash as most common soldiers and peasants do when called on to go into battle.

Each of the Four forms as they known as, come from the manner of how they grant the warrior an advantage over their opponents, to make more sense the old sword masters of the Av'Olian Empire gave them more mystical names after witnessing the characteristics of the different forms.

It is common for prominent Adventurers, Princes, Kings, Nobles etc. to learn and harness at least one of these different forms, some go further and learn two. However the manner of which is chosen for learning is careful, because to learn one means that it requires sacrificing the opportunity to learn its opposite.

And it is considered impossible for anyone to properly learn all four, according to the best Teachers in the world, those who are able to do so are incredibly rare and must have absolute control over themselves and their Emotions.


Form of Fire:

The Form of Fire is one that focuses on aggression and attacks, the manner of holding the weapon and position of the body including footwork all move in favour of pushing upon the opponent and keeping them on the defensive. 

This usually means focusing all energy into swift and ferocious attacks that are designed to keep the enemy off balance and grant an opening for a decisive strike. However the draw back is that Fire Form has very few methods of defence, since so much of itself is about attacking it means that like raging fire.

If left unchecked can lead to its users demise.

Fire Form is a very common style of combat found in the lands of the west and south, primarily because it is considered the easiest to learn and the most favourable for all kinds of warriors and adventurers.


Form of Water:

Coming from the lands to the East, Water is one described as graceful and serene, the purpose is allow the body to move with fluid motions like water. In doing so the warrior can conduct careful defensive moves which they can then counter with a fluid strike when the opponent in the right place.

Form of Water is not as common in the west as it is in the East, though many do us it as it is seen as the natural opponent of Form of Fire, the fluid motions of water style grant an almost perfect defence for those wishing to avoid presenting an opening for their opponent to strike.

The only down side with Form of Water is that its offensive capabilities are limited, as it greatly relies on the enemy making the first move which is then to be blocked and countered.


Form of Air:

Form of Air is the method of Freedom, Air is all about freedom of mobility and swift actions, in essence one becomes like the wind. The focus of Air style is on three things, Speed, Agility and foresight, its about recognising the movements of your opponent and then using ones own speed and agility to move out of the way and come at the opponent from a different angle.

There is no active blocking when it comes to Air, the point is to avoid being struck and use the enemies movements against them, allowing the person using it to get themselves into a position on their opponents left, right or even behind them.

Some also refer to Air as the persistence fight, where one uses their own speed to stay ahead of their opponent long enough for them to tire out and present a viable opening to come for the final blow. Or can be used to deal small strikes that weaken ones enemy to make the final blow more fatal, like how a single gust of wind won't bring down a tree, but several well placed and well timed gusts can cause even the largest tree to come tumbling down.


Form of the Earth:

Earth is the focus of power and strength, its about using the physical strength of ones own self to overpower their opponent. Instead of grace, freedom or aggression, Earth is regarded as the heavy fighters, people who like to throw their weight around.

This is because Earth is common for those who use powerful heavy weapons, like war-hammers, dual hand axes, shields and spears, etc. Its about being able to take a hit and taking ones opponent head on quite literally, its not about moving around your opponent, using your opponents strength against them or overwhelming them with swift and fierce attacks.

Its only about using power and strength to land heavy and overpowering blows onto an opponent to deal the most damage with the least amount of strikes.

                                                                                              

The Plot:

The world is in some sense of peace, the Av'Olian empire despite its age and decline has managed to regain its composure and restored its internal self to one of prosperity. In the north, the Kingdom of Burg is caught in constant wars of defence against the Highland Clans and vicious bands of warlords and demi humans from the "Lawless Lands". In the east, the Triumvirate alliance of the Principality, Devarn and Ang'Los remains strong in resisting the expansion of the Sultara.

Domestically an aspect of calm has come into the world, it has been six years since the savage sacking of Anari and four years since the end of the infamous and brutal murders, known as the Terror Deaths, named such from the brutality of the murders and sheer pain the individuals must of gone through in their final moments. What made the murders all the more terrifying was the fact that there was no clear target, among the victims was the entire party of Adventurers, the infamous Broken Swords, all of them tortured, decapitated, all of them missing their very manhood's as well as their hands.

Another was a powerful warlord from the north, Bolg the blood hunter as he was known, another was a respected noblemen of Blen'Darin found dead in his chair in front of a fire. And finally the Imperial Governor of the Djinn province, found hanging from the gates of the Governors palace in the city of Alexandria, missing his head. According to some rumours the missing body parts arrived at the Imperial Palace with ominous messages accompanying them.

"The Hands that held them down... The Penis' that defiled them... The Eyes that envied them....

The Head of the one who ordered it..."

there are many a rumour as to who committed such heinous acts, some pointed fingers at Dark Magic users, wanting to perform some macabre rituals. Some pointed fingers as the Assassins Guild, being paid to perform such horrors upon those they had been contracted to eliminate. There are whispers that point to the Empress of Av'Olian herself, wishing to eliminate possible threats to her power, then there is some that claim that it was the fault of a soulless being, a ruthless monster that takes on the form of a man.

But such are now years past and people are not wanting to focus on such issues when there are other matters to contend with. Generations of problems and wars have made the landscape a dangerous place, criminals like bandits and rogues plagued the trade roads on land as pirates wander the waves. Worse still monsters grow in number as does the threat of vicious warlords and brutal demi-human tribes beyond the borders of civilisation.

All of which means lots of work for members of the Adventurers Guild...

                                                                                              

The Outcasts:

A party of Adventurers that practically wander around the known world going from one contract to another, the Outcasts were founded by the couple Robyn and Marion who share the joint leadership of the party. The pair established the Outcasts as a means of supporting themselves at first, however as time went on the Outcasts became more about helping people who were struggling, those who were being cast out by society due to differences or misunderstandings.

The Party is clearly defined and clear in its services, the Outcasts are regarded as Adventurers who serve the people, should they come into some money, some would be allocated to get what they need such as food and a place to sleep but then everything left will be given to the poor.


Sol'Est: The Soulless Protagonist

From: Unknown

Age: Unknown

Occupation: Adventurer

Party: The Outcasts

Class: Unmeasurable

Combat Style: All Four

Magical Knowledge: Incantations, Runes, Magic Circles, Dark Magics, Unknown and Unspeakable

Preferred Weapon: Multiple - Short Swords, Wrist Blades, Crossbow, Magic

Feared by many and respected by a very few, Sol'Est as he referred to as is an extreme person, very little is known about him as far as his "Companions" for what it is worth. 

Sol'Est has no real name, he denounced his past life, he is now a literal soulless being, what is known is that at some point he suffered an incredibly tragedy that made it so that in order to spare himself the pain he was feeling. He used Unspeakable Magic to quite literally tear out his own soul and destroy it, doing so made it so that he could no longer feel any pain or emotion.

Incredibly Stoic, Sol'Est has little care for anything or anyone, that is a literal sense of what he is like, those who know Sol'Est only by him passing through a town or region as an adventurer. Understand that if he says he wants a bed for a specific period of time, then that is how long he will be there, so if he rents a room in an inn for a month, then he will leave exactly a month from then.

The only Contempt that Sol'Est offers is to his horse whom is nameless and Moon, a greater horned owl that follows Sol'Est wherever he goes. Though some question how this companionship came about, since the man himself has never showed any kind of care for anything, Sol'Est describes it as a matter that he simply gave some left overs to the owl and then Moon refused to leave him be until finally Sol'Est found a use in making the Owl a eye in the sky.

He met the Outcasts whilst travelling as part of a merchant caravan, he figured it would be easier and quicker to travel with the caravan as a passenger to his destination, not because he really cared, it was just because the Caravan and he were both going to a particular city in the east of the Kingdom of the Burg. A place he had been a number of times in the past.

One of the Party, Marion attempted to start up a conversation during the journey, but Sol'Est just ignored her giving only a long exhale. This upset the others who hated the fact that he was not recognising her kindness, but Marion made clear that if he wanted too then no one could judge him for such. Sol-Est explained that he didn't answer because "Why should I care for a Conversation with those I do not know?", this upset them even more, to which he continued saying "I apologise for any insult taken... but I am not seeking to make friends, why should I? I'm dead already"

The gang attempted to explain to him that where they were going was a cold place and known for having a consistent issue with monsters in the mountains and forests. So many there were always jobs available in the local Adventurers Guild, hence why they were going, to find new opportunities. But Sol'Est didn't care, he just scoffed with his gruff voice and went back to staring out the back of the covered wagon they were in.

He was given an opportunity to Join the Outcasts not long after, upon arriving at the caravans destination, he went to the local Adventurers Guild and attempted to take a Job, the destruction of a Bandit hideout, but being alone he was initially refused since it was a high ranked job.

But the Outcasts offered to help him and together they completed the job and received a bonus for their work, though there were some concerns since during the Job, Sol-Est showed his extremes, apparently he made the Bandit leader suffer so badly that they chose to leap into a burning bonfire to escape.

Despite this though, Sol-Est was taken in as a full member of the Outcasts and has slowly been accepted into the group, though despite many adventures, he still remains reclusive and refuses to divulge who he really is and where he comes from. Usually when the gang come together around a fire at night to eat or share a table to have a few drinks, they will tell each other stories of their lives before joining, but Sol-Est just sits in silence, either slowly eating his food or taking sips from his mug of plain water. And even the foods he eats are plain, when the others are enjoying a feast, he shall sit in silence with a bowl of soup and some bread.

He would explain to them that he cared for little and with some explanation but without the full truth, he gave the understanding that he was a Soulless being and as such didn't care for anything, he gave them in limited detail of how he pulled every piece of love, happiness, joy and hope he had and forced it into his soul. 

Which he then tore out, making him a man who feels no happiness, no joy, no love and above all no hope, as he explained it was these things that caused his suffering. Leaving him only with rage and anger, which he has spent many years compressing and keeping "Locked Away". The only thing that supposedly connects him to old life, is a ring that he keeps around his neck, he never explains what the Ring is or its significance but is very defensive of it, to the point he outright threatened to decapitate someone for trying to touch it.

He has made it abundantly clear that they don't see the world as he does, he remarked saying none of them had been taken to "The Abyss, the point where you give up caring anymore, where Hope goes to die and you have a choice either you turn around or you become like me and dive in".

He is known for his skill in a variety of areas, though he carries a sword and a small Crossbow both of which are enchanted with powerful magics, he is known to wield weapons that are not very well known such as a pair on Wrist Blades. One atop each Fore-arm that spring out via a mechanism in his wrist, he uses them both as a means of parrying attacks as well as performing counter attacks and even stealth strikes. Another element of his skill with physical weapons is his knowledge and expertise in all four styles of combat, which is an incredible rarity in the known world, the other members of the Outcasts have pointed out that sometimes they witness him performing something akin to a combination of all four.

The Ferocity and aggression of Fire, the fluid and dance like motions of Water, the flexibility and speed of Air and the strength and determination of Earth.

But what makes him feared by enemies is the powerful magics he is able to use, being Soulless allows Sol-Est to perform incredibly powerful spells that none often see, since not having a soul means he has little fear of any backlash from using the "Unspeakable" magics. When asked how it is he is able to do so much, he just explains "Not Caring allows you to focus a great deal, and gives much control".

However his use of such Magics means that he faces a considerable amounts of hatred and discrimination whenever people find out what he is. Many look upon Soulless as borderline Demonic and Evil, though Sol-Est is lucky, as many of those who become Soulless often, are quick to meet rather violent ends. There are many stories of Soulless beings, some say that a Soulless is responsible for a number of brutal murders across the various kingdoms and nations, including the Brutal Assassination of an Imperial Governor.

A governor who was found hanging from a balcony of his governors palace by his hands for all too see, missing his head.


                                                                                              

Moon: A dear clever feathered friend

Species: Greater Horned Owl

Age: approx. 3 Years

The only thing that can be regarded as a "True Companion" to Sol'Est, Moon is a greater Horned Owl that are common among the forests of the world. They known for their loyalty to those who have tamed them, though they are very hard to tame, Greater Horned Owls are also known for having long life spans, averaging at 30 to 40 years.

As he tells it, Sol'Est found Moon one night many years ago, Sol'Est found Moon caught in a trap and let him free, before leaving he left a few scraps of food he had. But Moon decided to follow Sol'Est and eventually after a long period of time ended up being a "companion".

For the most part, Moon acts as a scout and eyes in the sky for Sol'Est and by extension the Outcasts, whenever he spots danger, he hoots loudly and clearly before either circling or dive bombing the potential threat or trouble he has seen. He also acts as the night watch for the party whenever they are camped in the wilderness, his keen eyes as at night and his sharp hearing allow to make anything or anyone trying to sneak up on the camp. And as always when needed he lets out either a long loud hoot or if its an immediate danger a sudden ear piercing screech.

                                                                                              

Robyn: Co-Leader and Co-Founder of the Outcasts

From: The Kingdom of Ang'Los

Age: 38

Occupation: Adventurer

Party: The Outcasts

Class: Leader/Ranger

Combat Style: Water Style

Magical Knowledge: None

Preferred Weapon: Recurve Bow, Scimitar Sword

Born into the noble house of House Locksley, he was  raised into the expectations of the Anglian Nobility, he was tutored in every aspect that was common at the time, diplomacy, chivalry, reading and writing and of course various forms of combat. And all this was done before the age of 12.

From then he was carefully schooled by a master swordsmen hired by his father, into the study of a carefully selected style of combat. Robyn showed signs early on that he would be more suitable to the Water style of combat, so his father found him a suitable sword master to train and teach him the various movements and foot work required to hone the techniques. In his spare time, Robyn spent much time among the people of the village his family ruled over, there he would play with other young boys and girls. His father saw no issue with this, as Robyn was an only child and with all the studies he had to do, understood that his son needed time to be a boy and have some fun.

Things began to change however as he grew up and began to be deemed eligible for an arranged marriage which is always expected among the noble families primarily as a means of gaining more influence and prestige among the others in the Kingdoms. Robyn however began to fall in love with another Noble young woman, Marion of the Knighton Family, although their was the opportunity of the pair being matched as it would serve as a prosperous marriage.

They were not allowed to be married, as Marion had already been promised to another noblemen who was from a more powerful noble family. However the love they had for one another eventually made them make their decision clear, following Robyn's 20th birthday and Marion' 21st, the pair eloped a decision that lead them to become denounced by their noble families, Marion was disowned and forced to leave home, Robyn on the other hand was forced to surrender his nobility and his heritage, in essence he would not be permitted to inherit his families lands when his father passed.

The pair left their home region and signed up with the Adventurers Guild, together they formed the Outsiders, primarily as a means of getting access to more jobs that were available. Robyn was forced to become more than just a capable swordsmen, living away from the upper echelons from society meant they had to be more self sufficient. He learned and trained himself to shoot with a bow primarily as a means of catching game in order to eat properly at night. Very quickly he became a keen eyed killer with his new Recurve bow, this skill allowed him to change his official class from Warrior to Ranger.

It was during their travels as Adventurers that Robyn began to see the plight of the common people, even in lands and Kingdoms where life was relatively prosperous, things were not always perfect for the common people. Sometimes Taxes were placed upon them that Robyn considered extreme, nobles and lords ruling over them like they were masters and the commoners the Slaves. So with Marion' support, the pledge was made that the Outsiders would give some of what they earned from the Adventurers Guild to the people to help them along their travels and try and make life a little easier.

As the Outcasts grew in number, Robyn has tried his best to maintain the peace between the various members, some being religious fanatics, some being very hot headed and quick to anger. Throughout it though he has managed to ensure that the Outcasts have recognised each other as more than just comrades.

                                                                                              

Marion: Co-Leader and Co-Founder of the Outcasts

From: Kingdom of Ang'Los

Age: 37

Occupation: Adventurer

Party: The Outcasts

Class: Leader/Healer

Combat Style: None

Magical Knowledge: Incantations, Magic Circles, Enchantments

Preferred Weapon: Magic - Healing Spells, Support Spells

Born to the noble family of Knighton, Marion was raised under the expectations of any noble born women, to some as a woman the only thing she could do for her family would be arranged to marry a powerful or wealthy noble. But Marion had other ideas.

From a very young age she showed how different she was, instead of learning etiquette she instead chose to learn how to wield magic. She was impressed with magical spells and enchantments that were the focus of healing and strengthening, she showed a keen appitude and clear ability with the focus on healing and support magics, which lead to her mother arranging her to be tutored by a known master.

But things changed very much for her when she turned the appropriate age of 16 when she was deemed old enough to begin having her marriage arranged. By this point however, she had grown to care for another noble boy whom she had grown up with, Robyn of House Locksley, the pair had grown to really love each other but were denied as she had already been promised to another.

Not wishing to be separated, the pair decided to take destiny into their own hands and eloped without their families permission. Marion for the disgrace she had brought to the family was practically disowned and thrown out of the house, she joined Robyn on the path of becoming an adventurer and together they formed the Outcasts. Despite all the challenges that have come and the struggles they have faced as a married couple, the pair have held onto the love and affection they share and never wish to see it vanish.

Like Robyn, Marion has come to recognise the needs of the common people and like him seeks to always ensure that they are cared for. She often goes out of her way to offer her healing magics to those who are in need whenever they pass through a village, though she doesn't need to do this whenever she is in a much larger town or city as there are plenty of Healers.

A little more cautious than Robyn, Marion is always very slow to trust any new comers to the Outcasts since a number of them have various personal issues that can possibly bring trouble to the party should they go to a certain place or direction. But she is always willing to support her comrades in battle, using her healing magic to help when hurt or using support magics to help strengthen them or protect them from magical dangers.

                                                                                              

Nicea: Noble Woman turned Adventurer

From: the Av'Ol'ian Empire

Age: 30

Occupation: Adventurer

Party: The Outcasts

Class: Mage

Combat Style: Fire Style

Magical Knowledge: Incantations

Preferred Weapon: Magic - Combat Spells - Fire Style, Short sword

A young noble women with a knack for getting herself into trouble as it was as easy as breathing, Nicea was nothing that her family had hoped for when she was growing up. She never paid attention in any of her lessons, often got into fights and was even expelled from one of the most prestigious academies in the Av'Olian Empire.

Eventually she had enough of it all and decided that the life of Noble in the Empire was boring and ran away from home, though some would expect some backlash from her family, nothing ever came of it. She just passes it off as proof that they think themselves better off without her, he knack for trouble though only followed her as she started hiring herself out as a private bodyguard to anyone who wanted it, which led her to the Adventurers Guild when she got bored.

Eager to prove herself and show off how tough she was, she went on a job alone and managed to succeed but with some cost, it was only the timely arrival of the Outcasts [consisting of Robyn, Marion, Ve'Noch, Braila, Shade and Wreath at the time] that she managed to survive the encounter with the monster she was sent to eliminate. At first she was angry that they had interfered with a job that wasn't theirs but she was grateful for the help eventually, seeing greater chances for glory, she asked to join up with the Outcasts and was accepted into the group.

She was very tempermental when Sol'Est came to meet them, she found it extremely insulting that when asked a question, the stranger just sighed at them. She even hated it when Robyn and Marion offered to help Sol'Est when he took a dangerous job, though a begrudging respect came when he showed how strong he was compared to her, she was especially amazed that he had mastered all four styles of combat. 

When she asked if he would train her, he refused which made her angry, when demanding a reason, he explained.

"Its just a game to you, a thrill, you have yet to reach The Abyss, the point where you give up caring anymore, where Hope goes to die and you have a choice either you turn around or you become like me and dive in".

This really shook her up, as she would later understand what Sol'Est was and how it was that he could be so strong and capable in a fight, she wanted more but at the same time she wasn't sure if the price to pay was worth it.

As a member of the party, Nicea is a mix of two, on the one hand she is a capable sword user and is more than happy to get up close and personal with her short sword, but she also likes to use her talent for combat spells to mix things up and perhaps get herself a thrill from the fight. Its known very well that she likes to boast about strong she is and how powerful she is in magic and sword, but usually such boasting is very easy to put back into place.


                                                                                              

Ve'Noch: Dark Magic User

From: The Principality of Val'As

Age: 27

Occupation: Adventurer/Sorcerer

Party: The Outcasts

Class: Battle Mage/Dark Magic User

Combat Style: None

Magical Knowledge: Incantations, Enchantments, Dark Magics

Preferred Weapon: Wand, Magic - Dark Magics - Combat Magics

Though not technically illegal, the use of Dark Magics are very much frowned upon and borderline taboo, the teaching, learning and practicing of such magics are considered heretical in some customs and faiths, which makes Dark Magics users very much discriminated, shunned, persecuted and sometimes actively hunted and lynched for their use of the taboo magics.

Ve'Noch is one of the few to survive some of the purges committed by the world, not much is known of his life before he found his way to the Adventurers Guild, it is known that he was a member of an occultic society that sought to study Dark Magics and learn how to use it for the benefit of others rather than just a means of power. But the practice was still a taboo in the Principality and a large force of peasants, nobles and mercenaries attacked the Occults stronghold slaughtering everyone inside and sacking the place including burning all documents and books within.

As a means of survival, Ve'Noch turned to the Adventurers guild and as a single member began performing odd jobs where ever he could to pay for things he needed to stay alive. Eventually he was found by the Outcasts who offered him a place, he accepted seeing it as a means of staying alive and by default the belief of the Occult alive.

For the most part, he tends to keep to himself and only ever speaks to others when he has too rather when he wants too, this means of silence is also his means of ensuring his survival from discrimination and endangering the other members of the party. Since for anyone who looks at him, only see a hooded and masked magic caster and nothing more, so he is careful in the use of the Dark Magics Spells that he knows, preferring to use them only when he has no other choice.

So to this end, he acts as the primary magic caster in a combat role for the Party, using various magical spells to confront dangers and monsters when required. His magics however are more enhanced and focused through his use of a Magical Wand, something that is not common, as most Magic Casters of his level prefer to use staffs which allow for greater magical abilities. But he much prefers his Wand which he finds allows him to focus his spells more precisely and targeted.


                                                                                              

Braila: The Ferocious Tiger

From: The South West

Age: 32

Occupation: Adventurer

Party: The Outcasts

Class: Warrior

Combat Style: Air and Fire Style

Magical Knowledge: basic Incantations

Preferred Weapon: Kayless Katana

Coming from the continent in the South West, Braila is of the Kayless, the famed cat people known for their strength and ferocity, Braila lives up to this infamy to the bone.

From a young age Braila dedicated herself to the improvement of herself, she would work continuously to strengthen her muscles, bones and her mind. She forced herself through extremes to make herself all the more stronger to fulfil her goal of becoming one of the best fighters in the Kayless world, she studied the styles of Air and Fire which are the most preferred for the Kayless and soon became a master in her own right.

So much so that she was actually requested to teach others, she was approached by a prominent noblemen of the Kaylen Province, a region of the Continent controlled by the Av'Olian Empire. She was asked by the Head of the family to teach his children in the forms of combat that she had mastered, Braila accepted and showed her determined nature to make sure that the lessons are taught properly, not easily.

Eventually though political machinations lead to her having to leave, she found her way to the Adventurers guild where she found easy work handling monsters and bandits. It was through the Adventurers Guild that she found a means of travelling beyond the borders of her home-land, all the way into the heartland of the Av'Olian Empire, where she came to meet the Outcasts. She found a sense of honour among them and decided to join up, seeing it as a way of keeping the trouble makers away.

Because ever since she had left her home, people of nobility and other Adventurer Parties had been making moves towards her, either wanting her to be a loyal "Retainer" or a private "bodyguard" as well as a few more clear actions in either when Drunk and Sober. All due to the manner in which she prefers to dress, favouring movement and mobility over armour. The Outcasts on the other hand, do not treat her in such a manner, they treat her as a honoured and respected member of the Party and never ask her to do anything that she would look down on.

As a member of the Outcasts, Braila is the prime swordsmen at the front, when in a fight, it is her job to engage at close range when possible either directly or by moving around on all fours which grants her speed to get around and strike from a different direction. Eventually Braila began to regard them as her family away from home going so far as to declare that she would severe the head of anyone who dared mess with any of them.


                                                                                              

Shade: Zealous Warrior of the Deserts

From: the Kingdom of Djinn

Age: unknown

Occupation: Warrior of Djinn/Adventurer

Party: The Fedayi/The Outcasts

Class: Zealot/Warrior

Combat Style: Earth and Fire Style

Magical Knowledge: None

Preferred Weapon: Scimitar, Dual hand broad axe

From the South east, comes Shade, not his true name though he has explained in more recent adventures that he surrendered his past when he joined the dreaded and feared Fedayi.

When Shade was born, the South east was controlled by the Empire, but as he grew, he witnessed the strong determination of the Djinn people to regain their independence and drive out those they deemed outlanders whose foot steps desecrated their sacred lands. 

Eventually the Salah'Dan Jihad ignited and Shade joined the ranks of the rebellion lead by the heir of the last Djinn King centuries ago Salah'Din. Shade showed his determination and loyalty to the cause, fighting in numerous battles and sieges across the southern regions, but grew frustrated when he witnessed the stalemate that was beginning to show as the conflict when on.  Wishing to do more for the cause, he volunteered to join the dreaded Fedayi, the fierce religious zealots of the Djinn, the Warrior Elite.

In doing so he relinquished every connection to his old life, in essence the man he used to be was dead and Shade was born in his place. Yet even as a Fedayi the stalemate continued, until the assassination of the Imperial Governor, which created enough chaos to give the Djinn rebels a chance to break the deadlock. He was present during the Fall and Sacking of the great city of Alexandria, where he witnessed the birth of his new nation and Kingdom and for the first time in his life, he felt proud.

But the end of the war meant the lesser need of the Fedayi, they became not the vigorous and determined warriors fighting for the Kingdom, they became the private guard of the newly crowned King and royal family. But this meant that the number of Fedayi had to be dialled back, as gratitude for their service, the King granted all members of the Fedayi that were being ordered to stand down a piece of land of their own to settle and build new lives. Shade was one of those souls that were given a chance at life, but Shade had no knowledge of such a life, he had spent nearly his entire life fighting and now could no longer live a quiet life.

He decided to refuse the gift with respect and declared that he would go and continue to serve the Kingdom across the world, fighting monsters elsewhere to keep them from their home. He took weapons and some armour, supplies, a horse and left the newly recognised Kingdom and began travelling wherever he could, to make it a little easier getting around without suspicion he signed on with the Adventurers Guild which gave him legitimacy in his travels as well as a means of finding "Work".

During his travels he found himself meeting the Outcasts during a dark night, they offered him a place by the fire as well as some food. He was grateful and as the night transpired found a sense of comradery among the members of the group a sense he had not felt since leaving the Fedayi. Upon their arrival at the next town, he immediately took a job from the towns head to deal with a monster plaguing them, the Outcasts offered to help as they knew the type of beast he would be facing.

He accepted and with their help succeeded, the group then celebrated in a local inn and Shade was offered a chance to join up with the Outcasts. Shade was grateful and said yes, he now serves as the heavy hitter of the Party, whilst others might swing around and strike from different directions, his mastery with Earth and Fire Style is more about going head on, so when things are tough, he has a job to keep the enemy busy or break a tough line of enemies.


                                                                                              

Wreath: Assassin and Thief

From: City of Intoma - Republic of Bellanor

Age: Unknown

Occupation: Assassin/Thief/Adventurer

Party: The Outcasts/The Assassins Guild/The Thieves Guild

Class: Assassin/Thief

Combat Style: Water and Air Style

Magical Knowledge: Incantations, Enchantments - Stealth and Assassination based

Preferred weapon: Assassins Blade

The Republic of Bellanor is a strong and rich independent nation, but that doesn't mean that it is clean and incorruptible, a city that is proof of this, is Intoma.  The city was taken during the Bellanorn war for independence and ever since has been a city of industry and corruption, close to 90% of the population live in the cities near endless slums, the air is thick of smoke and soot that chocks the air, so much so that nearly everyone when working in the factories, refineries or down on the docks in the whale oil warehouses are forced to wear a type of mask to help them cope and breath more easily.

Wreath is someone that was raised in this harsh life, she was born into a impoverished family that were forced to live in a single room, sharing either the single bed or a number of damp bed roles on the floor. Sadly at a young age she lost her family to an outbreak of pestilence, barely entering her teens, she was unable to fend for herself and drove out when she failed to pay the rent. 

She became an expert thief and fell in with the infamous and partly hated thieves guild as they called themselves, for a number of years she worked for them, picking pockets, locks and stealing treasures from the rich and powerful. However during one job she was discovered and forced to kill the noble that had found her, to her surprise she was then approached by the mysterious Assassins Guild who explained that she had saved them time and effort, as they had a contract on the death of that individual noblemen, so they offered her the payment and a chance to join their ranks.

She accepted and for a number of years she trained and worked for the feared Assassins Guild, she took jobs across the entire Republic and into other nations. But eventually again things changed, she was identified and a bounty was put on her true name, recognising the danger she went to the guild and explained that she would have to leave, she left without any other words given and went to the adventurers guild where she found some work but very different.

She was noticed by the Outcasts who saw that she was struggling and offered her a helping hand in getting into the swing of how the guild works and how she can survive in the "Life". She was grateful and asked if she could possibly tag along with them until she felt she was ready, Robyn and Marion readily agreed, that was several years ago and since Wreath has been a dedicated member of the party.

Her skills as both an Assassin and a Thief have come in handy in a number of jobs, her acrobatic skills and knowledge of poisons and use of smoke bombs has been a great help to the others. Often when dealing with a job, she prefers to sneak around and come at the problem from a different angle, for example when fighting a monsters, she would prefer to disappear and then come out from the shadows from the left, right, behind or even from above.


                                                                                              

Nations, Realms and Rulers:

Throughout history states have risen and fallen like the tide of the oceans and seas, though the whole world has yet to be discovered and mapped, the world is large enough as it is for some.

Prominence: How Long the nation has been on the Earth

Nation: What type of nation is it

Governance: How the nation rules itself

Capital: the name of the Capital city

Term for its people: what the people of the nation call themselves

                                                                                              

The Av'Olian Empire

Prominence: 3'500 years old

Nation: Imperial Empire

Governance: Senatorial Monarchy

Capital: Rosa

Term for its people: Av'Olians

Once the power house and dominant force on the map, the Av'Olian Empire is among the oldest nations still standing in the world, having grown from a small city state into a solid kingdom and then finally an immense empire through conquest of its neighbours over the course of several generations. For nearly 30 centuries the Av'Olian Empire was the power, the "big cheese", the decision maker, the number 1 in world politics, its power was bordering on absolute. Nearly every modern kingdom alive today was at one point either a territory directly controlled by the Empire or was a vassal state under it. 

But then of course things change, the Political system of the Empire was fragile, despite having a senate, the Empire was ruled over by powerful Emperors who were often jealous of power that others acquired or felt threatened, then of course it was the opposite, others wanted the power of the Emperor as well as the Throne. Throughout history the Empire has been struck by a number of brutal civil wars nearly all of which were the focus on succession for the throne.

Whilst these Civil Wars didn't directly bring about the Empires decline, it made it weaker both militarily, politically and economically, weakening it to the point that when problems arose across the Empire, it was unable to properly contain any rebellions, secessions and new threats. 

Now the Empire despite still being strong is only just starting to get itself back on track and solidify its place in the world. Under the last three generations of Emperors and Empresses have managed to rebuild the Empire to the point that it is once again a powerhouse, reforms have ensured the stability of the Throne and the reinstitution of the Senate has ensured that politically the Empire is safe. Laws are in place that ensure that although the Monarch is still the head of state, the true political power is shared with the Senate, ensuring that the tyrannical stances of previous rulers is kept at bay.

But some still see the Empire as either dying or decayed, only a four years ago the Empire was pushed out of a fertile land in the south East by the Djinn Rebellion and was forced to accept its legitimacy as a sovereign nation to ensure that the grain convoys from the region continue to reach the Empires great cities.

However if one was to ask any wise individual, they would say that the Empire is close to bouncing back, as the solidifying of territory has allowed the Empire to begin focusing on other areas. In Recent years under Empress Helena Morana, the Empire has seen a new golden age begin, as art, culture, science and magic is flourishing thanks to a great number of inspired minds.

Though only a few years ago a great shock rocked the Empire, when news spread that the Empress' own daughter, the lady Sibilla, the princess that relinquished her claim to the throne to live a quiet life with the man she loved had been murdered. The princess was very much loved by the people of the Empire as she was known to walk among them and often visited orphanages to personally deliver food and toys for the children. It is said that across the Empire a time of mourning was held on the date that the much loved former princess' body was placed to rest alongside her two children.

                                                                                              

Empress Helena Morana:

Age: 45

Reign: 29

The current Reigning Empress the mighty Av'Olian Empire, unlike in nearly every other kingdom and nation in the known world, the Av'Olians allow women to inherit into positions of power and titles. As is the case of Empress Helena, she was born into the reigning family of Morana and was crowned empress 29 years ago, though she did have a husband for a time before his untimely death from a fever, he was only Emperor Consort and had no real influence or power politically.

Since her ascension to the throne, Empress Helena has worked vigorously to ensure peace in the Empire, she has instituted a series of reforms that have seen the complete removal from offices and positions of power any who were unworthy for the roles that they had been given. She passed reforms into law that granted rights to the peasants and put a permeant end to the idea of serfdom, ensuring that no one is forever held on the land they worked.

Despite this however, she had maintained herself as a mother above all, in her life she has brought into the world two children, a daughter who she adored and years later a son who she cherishes. Despite her being the Empress of a powerful nation, she was always ready to step aside from her duties to be a mother to both her children. But sadness struck her when her daughter Sibylla asked to marry someone not of noble or royal blood, something that is considered utterly impossible and disgraceful for any member of the Royal family let alone the heir to the throne.

But Empress Helena recognised that the two people truly did love each other and so gave her consent but the conditions were clear, her daughter would have relinquish any and all rights to royalty and surrender her claim to the Imperial Throne in favour of her brother, Sibylla accepted but promised that they would visit often, though she was no longer legally a princess, she was still a noble woman and was granted lordship of a small town in the Tuscan Region in the west. When the Empress learned she would was to be a grandmother, Empress Helena became ecstatic and extended her motherly affection to the grandchildren whenever they came to visit.

Sadness struck however when she was given the message that her beloved daughter and grandchildren had been brutally murdered. It is said for days she suffered in a state of mourning, refusing any and all council and was described by the servants and maids of having to cry herself to sleep each night. When she did come out from her state of mourning, she demanded that those responsible be found and punished to the fullest extent of the law and sent messages to all nations that if anyone within their borders was found to have played a part in the murders will either be handed over wilfully or the Empire will take them by force.

Over the course of several months nothing came of the investigation, the other nations even pledged to investigate internally themselves as a means of showing primarily that they had no part in what had happened. Then as time passed many thought that those responsible would never be punished, but then one day a package arrived baring the Princess' personal crest, within was the heads, hands and penises of several men, with a note saying "The Hands that held them down and the Penises that Defiled them".

Months later another package containing the head of a feared warlord from the North, then another with the head of a known Noblemen from Blen'Darin and then finally the Head of the Imperial Governor of the Province of Djinn. After a lengthy investigation it was discovered that all these individuals except the Governor and the Noblemen were the ones responsible for the Attack that resulted in the Murder of the Princess and her children.

This brought some peace to the Empress, though she is often goes to pray for her daughter and her grandchildren in the private chapel within the Palace.


                                                                                              

Prince Karl Morana:

Age: 23

Titles: 1st Prince of Av-Olian, Commander of the Imperial Praetoria

Combat Style: Earth and Water Style

The only son of Empress Helena, Karl Morana was the second child the Empress had with the Emperor consort. Growing up Karl had a deep affection for her mother and older sister, he cared very deeply for them, this is because his sister Sibylla often went out of her way to help her baby brother when he was struggling. 

By law and tradition, Karl was second in line for the throne of the Empire after his sister and if anything he was happy to follow her lead and let her be the next ruler of the Empire.  Which allowed him to focus himself on studies at his own pace, as in a certain degree he was in the eyes of some just the spare, the backup heir should anything happen to his sister.

Things changed however when his sister Sibylla decided to step aside and surrender her right to the throne, this made it so that by law and tradition, Karl was now the Crown Prince of the Empire and was to succeed his mother when she passes. Although he was sad to see his sister leave home and start a separate life, he loved her enough to respect her decision and accept the responsibilities expected of him as the Crown Prince.

Among these duties was to become the Commander of the Praetoria, the honoured guard of the Imperial Family, though technically it was a ceremonial role as his primary duty was to ensure that the Guard is properly maintained and discipline upheld. Karl took to the position with much respect and began extensive combat training to help hone his body, he honours the role so much that he actually wears the ceremonial Praetoria Officer Uniform as a means of making it clear that to him it is not just a duty but an honour, an act that has gained him much respect and admiration among the guardsmen.

But any hopes for the future were dashed when the news came that his much beloved Sister had been murdered in a brutal massacre alongside the two children that he cherished. Despite being utterly heartbroken and devastated by the news, Karl decided to harness his rage and anger into pursuing an investigation under the authority of his mother the Empress, the point was to find out who was responsible and bring them to justice.

This rage would ease when over the course of several months, the severed heads of those responsible began to slowly arrive one after the other into the Palace in sealed packages. Karl took the heads and ordered the skulls be preserved as they were and put into a safe place so that should anyone dare disrespect his sister, he can easily show them why they shouldn't.

He does however show a great level of respect for the Adventurers Guild, though he does believe that they have fallen from grace during their existence, his extensive reading gave him the insight of what the Guild used to be about and he makes clear that it is his wish to see the Guild restored and even reborn into the true meaning of the Adventurers.


                                                                                              

The City State of Kana:

Prominence: 2'200 years old

Nation: Vassal State

Governance: Monarchy

Capital: Kana

Term for its people: Kanites

The only nation that was founded and is still ruled as a sovereign state by the non humans of the world, Kana itself is a series of islands to the South of the Av'Olian peninsular in the Sea of Kala'Scell, the largest baring the same name. It is according to tradition and cultural belief the ancestral homeland of the Elven peoples, those who come from Kana regard themselves not as Elves but as "Eleria Sel Gelith" the Children of Eleria, the patron goddess of the Stars and sky.

In ages past Kana was an wealthy and powerful maritime nation, with a powerful navy, an island nation that sat along the most important maritime trade route in the Sea of Kala'Scell. Its capital once had the largest port for merchants, with ships entering and exiting the harbour each and every day in numbers never seen before or since.

During the rise of the Av'Olian Empire, the reigning Emperor offered terms of peace and defence for the people of Kana having no wish to instigate a war. The reason was that at the time, Kana was a naval power and had the best naval fleet in the seas and oceans, whilst the Empire had a strong army, as such were not wanting to start a feud or conflict that neither side could have a chance of winning.

The King of Kana accepted the treaty and eventually the two rulers signed a formal defensive compact, meaning that both nations promised to come to each others aid should they come under attack. This promise was put to the test following a natural disaster on a divine scale.

Approximately 2,200 years ago, an earthquake on a scale never before seen struck the Kingdom of Kana, the island that was once a respectful size was very nearly crushed. Parts of the interior was brought down below the seas and all those who survived the quake and the collapse of buildings were swept away when the seas came rushing in. It is said that nearly 70% of the Kana population was either killed or injured in the disaster that came to be known as the "Tears of Eleria" as it is said that for days that followed the disaster, a fine and light rain covered the islands.

In desperation, the Kana King called on his only long term ally in the Empire for aid and despite no reply, the effort that came from the Empire was extraordinary. On the first day alone it is said that a fleet of over 300 ships loaded with food and medicines arrived from the Empire, soon followed by other ships loaded with materials to help in the reconstruction as well as magical users and some of the best architects and builders the Empire had to offer onboard.

Following almost 5 years of rebuilding, the Kana formally surrendered its autonomy and formally requested to become a vassal state of the Empire in gratitude for the aid the Empire gave. And ever since the City State of Kana has been a long time and loyal Vassal of the Av'Olian Empire, the terms of the Vassal Status were clear, Kana would still have its own Governing, Rulers, traditions, everything. All that is requested is that a tribute is paid to the Empire annually and that the Armies and Navies of Kana be ready to be called on should the Empire request it.

Throughout all the troubles and chaos that has wracked the Empire over the centuries, Kana has remained a loyal vassal, simply because without the Empire Kana would not remain. Though ever since that fateful day, the City State of Kana has been focused on the renewing and rebuilding of the Eleria Sel Gelith culture, this includes finding lost texts, rebuilding the old ruins and protecting what it has left. This means that although it is a vassal of the Empire, it has never properly invested itself in the internal affairs of the Empire.

Though it has been an ally of the Empire in conflicts with outsiders, it has never involved itself in internal conflicts such as the numerous civil wars and later the secessions and rebellions against Imperial Rule. 

These days the Empire under Empress Helena has upheld its friendship with Kana and seeks to maintain it, which is repaid in full by Kana as they wish to do the same and honour their commitment. But even still the city state has rebuilt its part in maritime trade, since it still sits at the heart of a vital path for ships travelling through the seas, its ports despite not being as grand as they once were, still play host to ships from across the map on their travels.


                                                                                              

The Conclave of Twelve Cities:

Prominence: 250 years old

Nation: Independent Confederation

Governance: Multiple - Aristocracy/Principality/Duchy/Republic

Cities:

- Orion   -  Taurus

- Leo  -  Cancer

- Cygnus  -  Capricorn

- Scorpios  -  Libre

- Ares  -  Virgo 

- Gemini  -  Pisicis

Terms for their People: Multiple

Centuries ago, the Empire was gripped by political, economic and civil strife, during this time mighty warlords rose to power in lands on the cusp of the Empire's grasp. This lead to great wanton death and destruction as these warlords and their followers lead a time a chaos upon the land.

In response a number of cities in the west, decided that they could no longer rely on the power of the Empire to protect them. As such they formally seceded from the Empire and established themselves as independent nations in their own right and the Empire could do nothing to stop them, these new independent states varied in their governance, for instance the city of Orion was ruled by a council of Nobles, Ares was ruled by a Prince, Gemini had a Elected Duke and Libre was a Republic.

As the violence in the west escalated however these 12 cities decided that they needed to work closer together for the sake of their people and their protection. So together they formed the Conclave, an Confederation of all 12 cities where they would cooperate in the shared defence of their lands from any enemy, whether it be warlords, Roynar tribes, the Blen'Darin in the north or even the Empire in the East.

Though technically a confederation, the members of the Conclave all have their own systems of governance, but they instead share a combined military force, form of currency in the Florin and to extent a shared system of laws. But these laws are shared Laws, meaning that these are laws that are for all the cities, each of the 12 are still however independent and as such have their own laws and justice systems.

Despite being independent however, Economically speaking all of the 12 cities are closely linked to their neighbours, the Kingdom of Blen'Darin and the Empire. Primarily this is due to the 12 not having a port in the east into the the Sea of Kara'Scell, the only ports they do have are on the western coast, shores that are constantly battered by heavy winds. In addition the ships from these ports have to travel the long way around to the Straights of Kay'Lar, a route that takes them past lands controlled by warlords and barbarian tribes that would like to pirate passing ships.


                                                                                              

The City States:

Prominence: 380 Years old

Nation: Vassal, Tributary States of the Empire

Governance: Multiple - Republic/Duchy/ Nobility

Cities:

- Florence  -  Lucca

- Romagna  -  Napoli

-Forli  -  Genoa

Terms of their People: Multiple

A series of vassal states in the north eastern regions of the Av'Olian Peninsular, dividing the peninsular in two between the Empire in the south and the independent Duchy of Mora and Republic of Bellanor in the North.

Originally the city states of Florence, Lucca, Romagna, Napoli, Forli and Genoa were all cities and regions under the direct control of the Av'Olian Empire. In fact these cities were annexed during the unification of Av'Olian Peninsular under a single nation and a single crown, through the history of the Empire and the turmoil through the ages, these cities remained relatively safe and secure.

This would change during the final years of the Empire's height, when various provinces and regions decided they wanted to be independent and sovereign states in their own right. Among them was the Republic of Bellanor in the North Eastern edge of the Peninsular, though the cities as so named, did not wish to be independent, the conflict between a weakened Empire and the incredibly wealthy Republic was fraught with turmoil and death. And the 6 cities were not left unscarred, through the course of the war, Genoa and Napoli were constantly under naval attack by the Bellanor, Romagna was constantly fought over, Lucca was sacked, Forli was besieged twice and Florence had huge swathes of farmland turned to scorch earth.

When the war ended in favour of Bellanor, the terms demanded that the cities be independent states to act as a buffer between the Empire and the new Republic. The Empire disagreed but compromised with the cities having their own autonomy but as Vassals of the Empire rather than totally independent, the Republic Agreed and over the course of just a few months, the Empire withdrew from the region. 

This is because in terms of the treaty, the Empire was to relinquish its military position in the region, meaning that from then on it was the responsibility of the different City states to maintain their own forces to maintain law and order within their respective regions. However since these cities had never properly had their own military or guard, they had to construct one from scratch, this means that when compared to its neighbours, the guards and militaries of the Six cities are less capable of dealing with more dangerous threats.

Ever since, the six cities of the region have reaffirmed their loyalties to the Empire, despite the fact that they are varying forms of governance, though over many years they have become very much connected through trade with their totally independent neighbours in the Duchy and the Republic.

At this time, the governance of the cities are as follows, Florence is a Republic, Lucca, Napoli and Genoa are Duchies whilst Romagna and Forli are ruled by noble families.


                                                                                              

The Duchy of Mora:

Prominence: 380 years old

Nation: Independent

Governance: Duchy

Capital: Morador

Terms for their People: Moradins

Located to the North West where the Av'Olian Peninsular meets the rest of the continent, the Northern region of the Duchy is mad up almost entirely of a large mountain range known as the Turcour Mountains, that divides the Peninsular with the Continent, the only way past these mountains is either through one of the mountain passes or along the coast.

Before the Unification of the Peninsular under the Empire, the region that would one day become the Duchy was caught in a near never ending cycle of chaos and death. Being close to the mountains and the mountain passes the region was often the target of Barbarian raiders and violent demi human tribes from further north. It was this constant warring that the region came under the control of the Av'Olian Empire, the various local leaders were sick and tired of having to fend off the constant raids and the Empire had a sizeable and more than capable military force to back it up.

So the region of Mora united under the Empires banner and became a long standing loyal region.

However such loyalties were challenged during the various civil wars the Empire faced through its history, during a civil war between the Senate and the rule of the emperors, Mora sided with the Senate. Only to then side with one claimant to the Throne over another during a different conflict, such continued through the civil wars of the Empire, with Mora either supporting one side or the other with the prime reason for which side they support being which ever offers the best chance of maintaining the defences on the northern border.

As the Empires power began to decay, the forts and castles that defended the Mountain Valleys that lead to the north beyond the Turcour slowly started to see their garrisons decline in strength and number, as well as this the Castles and forts themselves were slowly becoming more and more decrepit from the lack of mainitence and funds to for their upkeep.

Eventually as the Empire was forced to abandon places that were not seen as important than others, the Mora Region formally requested the Emperor and the Senate for independence and autonomy, under the promise that they would maintain and protect the mountain passes that lead south from barbarian raiders and Demi Human Tribes. At first the Empire refused, but as war broke out with Bellanor the need for troops to fight became too great, the Senate ratified a treaty and the terms were accepted by both sides.

Within two months the Empire had withdrawn all of its forces and powers from the Mora region and formally recognised it as an independent nation under the rule of its new Ducal family. 

Ever since Mora and the Empire have maintained a solid peaceful relationship, the primary reason being that the Duchy focuses most of its military strength facing the north, where to this day after nearly 400 years the Duchy still maintains and protects the castles that serve as the primary line of defence for any would be attacker from the lands dominated by Warlords and Barbarian Tribes.

Such castles are so important that the Family that were recognised as the first rulers or Ducal Family of Mora formally declared that the castle would serve as the nations official emblem and signet of the throne. Though the Duchy is more than just a bottle neck for the mountains, the lands in its southern and western reaches are known as being very fertile and although a great amount of standard food crops such as wheat, barley, beets and beans is grown in the fertile soil. The most profit seeking nobility of Mora use a relative portion of their lands focused on the cultivation of grape vines and fruits which are sold to merchants that take them to nearly every Kingdom and Nation on the map.

And unlike the internal conflicts of other nations in regards of succession should there be no true heir for the position and title of Duke of Mora, the Duchy has a system in place to ensure that there be a peaceful transition of power. Should for instance the reigning Duke have no heir by matter of choice, then a council of nobles is called in which candidates make themselves known and then a vote is held to determine who shall be the next Duke and by extension which Noble line shall become the new Ducal Family.

In recent years, the Duchy of Mora has been the prime advocate for the creation of a treaty of mutual defence and everlasting peace between the various nations around them. Primarily the Empire, Bellanor, The Burg and Blen'Darin, the point of such a treaty or Pact is for the purpose of everlasting peace between the different nations and the promise that if any signatory is attacked then the others will come to their aid.


                                                                                              

Duke Morteus:

Age: 64

Reign: 46 Years

Among the longest reigning Dukes in the relatively short history of the Duchy, Duke Morteus Guadagni of the Line of Guadagni was voted into the Title of Duke of Mora following his predecessor passing during an outbreak of plague in the city. Duke Morteus was considered the best man for the role as despite his age, he had gained the support of several noble families as well as the common people.

He achieved such respect and support from both sides through his efforts in trying to end the rampart pestilence that had been wreaking havoc across the Duchy for previous years. He himself had lost his father, two brothers and his Fiancé at the time to the plague, he put his families wealth to the production of medicines, the rebuilding of the cisterns and providing of aid to those who couldn't get basic necessities.

His first actions as the New Duke were to rebuild everything that had caused the plagues rapid spread, he ordered that markets that sold food and other goods were to be kept away from places that waste was disposed such as sewer drains. Ordered the rebuilding of the primary aqueduct that provided clean fresh water to the city, financed the construction of a cistern and sewer system to ensure that no harm could come from the cities waste. Beyond that he personally funded the rebuilding of the cities slums to make them far more liveable for the people that were forced to live within them, but the greatest thing all his efforts in his first "TWO YEARS" as Duke was the production of work which boosted the Duchies economy. 

How? Simply because all the construction, rebuilding, renewal etc, meant that people were being paid for their work on such projects, those people would then use said payment for things they wanted or needed, food, alcohol, places to stay. All of which in turn meant that those who were struggling with such work that provided those desires found themselves starting to make ends meet. In essence he had worked the city back to a time of prosperity.

Even now as he passes his peak, the Duke continues to rule with strength and respect, this rebuilding and renewal of the Duchy however hasn't meant that he has forgotten his other duties. For Duke Morteus didn't just rebuild the civil side of the Duchy, he ensured that its military strength was rebuilt to its former strength if not more.  

The effects of the Plague that wracked death and terror across the Duchy also meant that the Castle and Forts that guarded the Northern Borders of the Duchy were greatly weakened. So with no option the Nobles went the same direction of the Empire years prior, they started to reallocate the funds needed for castles and garrisons to other areas. This made the Army weaker and weaker, but Duke Morteus put an end to this and rebuilt the strong army of the Duchy to its former strength and formidable ability.

As well as that in his time as Duke, Morteus has lead a number of wars of defence against the vicious warlords from the North when they have managed to break through. Proving his strength not only as a Ruler in the political and economic sense, but also in the power of a General on the Front line.

These Days as he approaches the final chapters of his life, Duke Morteus is more concerned with the future, he recognises the trouble in neighbouring nations and is concerned with the growing power of certain warlords to the North. So to this end he has been working to establish a defensive pact between the Duchy, Bellanor, Blen'Darin, The Burg and the Empire, the point of such a pact would be mutual defence from any aggressor whether it be the Warlords, Barbarian Tribes or the Empire of Sultara.


                                                                                              

The Highland Clans:

Prominence: 1,600 years approx.

Nation: Independent Clans

Governance: Elected Monarchy

Major Towns:

- Caer Edin   - Caer Inver

- Caer Falkirk - Caer Glasen

- Cairngorn  - Isle Mull

- Isle Arran  - Kilmarrock

Terms of their People: Highlanders

To the North bordering the Kingdom of Burg and the never ending Forests and mountains that no nation dare enter, where vicious warlords, barbarians and savage Demi Humans dwell, is a stretch of land known as the Highlands. These are a series of hills, boggy moors, fields and forests that are known for their toughness, each year the winter bites the Highlands hard as snow fall creates a blanket that could come to a grown mans knee.

To consider the Highland Clans a nation is a tad miscue, because the Clans are not unified in the sense that they are one nation, No. The Highland Clans are more a confederation of several clans that are each ruled by their own respective Chiefs, these chiefs rule over their own lands respectfully and are often in feuds with one another. If one was to ask one of the Chiefs whose kingdom they were in, the reply would be "Mine".

Considered rather odd by other Kingdoms and Nations, the Highland Clans are primarily subsistence farmers and cattle wranglers, their homes are noted for being relatively basic, the houses are piled rocks and stone with thatched roofs, even the clothing is often seen as simple, basic cloth shirts and trousers with the simplest leather boots. 

There are not many towns within the Highlands as the very landscape doesn't really allow for such constructs, even those places that are regarded as towns in the Highlands are regarded as relatively basic in terms of other more established kingdoms. Though there are some that play host to castles, these are considered outdated designs, being square constructs with basic walls surrounding them with wood framing for the upper portions of the towers. 

Then there are those that are simple wooden walls and towers with stone bases, all show the relative poverty that is known in the Highlands, as already said, the lands of the Chiefs are primarily not for those seeking gold and wealth. The soil is either tough or boggy, making farming relatively difficult for those who don't know the tricks. 

In ages past, the Highland Clans were a constant nuisance for the Empire and later the newer Kingdoms that came to replace the Empires dominance in the region. Clans of Highland warriors wearing their infamous Kilts and charging proudly in fearsome charges that prove terrifying for their opponents, after all no one wants to see what is not worn beneath the Kilts. 

The Highland Charge as it is known focuses on getting close to the enemy quickly and engaging in savage hand to hand combat, where the Highland par chant for selective weapons proves very deadly. Warriors of the Clans are known for wielding a variety of weapons in battle, from long daggers to giant Claymore swords that are as long a grown man.

However since the retreat of the Empire, the Clans started to show a greater element of unity among each other, with the creation of the title of High King. A person who is to be a defacto ruler of all the Clans, as according to some accounts, the Clans were once unified under a true king, with the Highlands being a true Kingdom. The High King is an attempt to renew this practice, but the ruling is clear, a King is not born to rule he is chosen from among the various chiefs, when the High King dies, the Chiefs come together to form a Moot, basically a council consisting of the most powerful chieftains.

Though the High King practice has brought a time of relative peace between the Clans as the constant feuding has come to an end, the beginnings of factionalism has started showing itself as certain Clans have begun to show greater and greater power. Clans like the Edin, the Inver, the Falkirk, the Glasen, Cairngorn, Mull, Arran and Kilmarrock.

These Clans hold considerable influence and power over smaller clans and territories, with them controlling not just one or two villages but multiple villages and even actual towns with Castles and fortifications. There are some fears among the Burg the Highlands closest neighbours that the gradual unification of the Highlanders will lead to a greater influx of violence in the border regions, places that have experienced numerous Highland Raids.


                                                                                              

The Kingdom of Ang'los:

Prominence: Approx. 500 years

Nation: Independent Kingdom - Member of the Triumvirate

Governance: Absolute Monarchy

Capital: Camelot

Terms of their People: Anglons

Over hundreds of years ago, the Empire was struck by a sudden political crisis, as another civil war gripped the entirety of the Empire, provinces were forced to pick a side on who to support. One province the region known as Ang'los was struck hard as internal strife within the Empire caused the region to lack any significant force from the Imperial Legions, to the point that the noble lords and barons were forced to take matters into their own hands. 

Things got so bad that eventually the Empire made the Region totally independent as they couldn't afford to send any troops back into the region as they were already needed elsewhere.

Other provinces and regions that had a greater importance to the Empire were in open rebellion and the Empire needed its legions to restore order. So much so in fact that eventually the Empire flat out accepted that the Region known as Ang'los was lost to them and was by default no longer a province or territory of the Empire. 

Over the course two generations several key figures began to become clear powerful forces in the region, each of them being wealthy and influential nobles that commanded large armies and the territories to support such a force. Among them was the region of Camelot ruled by the Pendragon Family, the lord of the time, Bruta decided that the time of war and turmoil needed to end. So he began a series of campaigns to conquer the lands of Ang'los and in the space of 20 years he was able to unify the region once again under one ruler and one banner.

He formally declared the creation of the Kingdom of Ang'los and was formally recognised as its first King, according to legend as a show as to his wish to see the fighting end between the different factions, when the last warlord surrendered, Bruta took his sword and drove it deep into a rock to show that he would never wield it again.

Ever since then, the Kingdom of Ang'los has rebuilt itself properly and clearly, the days of constant warring of warlords was now well and truly over, though there have been the occasional internal squabble, the Kingdom has never seen the same bloodbath of the past. Yet through it all the Kingdom has through the ages maintained a sizeable and strong military, primarily due to its northern border being the infamous Danuta, a large river that serves as a natural barrier between the Kingdom and the lands dominated by vicious warlords.

Warlords that have throughout the relatively short history of Ang'los have a habit of crossing over to cause misery and chaos, so where the river fords and as such is crossable, the Kingdom maintains a series of watchtowers from which to keep a close eye out for any trouble that might be coming. However despite the danger such threats are few and very rarely cause anything more than requiring a contingent of soldiers to deal with the danger.

If anything the driving factor for the Kings of Ang'los to maintain such a strong military force in more recent times is the threat of the growing power that is the Sultara Empire. Only a few decades ago, the Kingdoms of Ang'los and Devarn marched together to aid the Principality in resisting a major invasion by the Sultara and today its a defensive alliance that drives the Kings to be forever at the ready to come to the aid of its neighbours. This now stands as the so called Triumvirate, where all three nations promise to come to each others aid should they come under attack by any nation, kingdom or Empire, not just Sultara.

Though in recent years however, there are some concerns following the death of the late King Uther Pendragon, his only son Artorius also known as Arthur ascended to the throne and although he has proven himself time and time again not only as a capable commander, warrior and a sound diplomat, there are concerns that he not as is father, feared and respected. 

                                                                                              

King Artorius IX:

Age: 31

Reign: 4 Years

Combat Style: Fire Style

The ninth of his true name to rule the Kingdom of Ang'los, Artorius was named in honour of the first prince of Ang'los, the son of Bruta the First King. Yet most prefer to call him by his more unofficial name, Arthur, this includes everyone from his friends, servants and even his late father King Uther.

Arthur was born to rule, being the only child of the King and Queen, sadness however struck as his mother died during childbirth and following that to his ascension to the throne, Arthur was carefully tutored and watched over by a number of trusted officials and knights of the realm under strict instructions by his father.  During his late years as a teenager and then into his 20th decade of life, Arthur took part in numerous engagements with the Knights of Camelot in dealing with monsters, bandits and other dangers of the wilderness that plagued the Kingdom.

He also took on the role of diplomat and ambassador for his father, leading delegations to neighbouring nations and kingdoms in the pursuit of good relations and continued peace. But things would all change when his father passed away in his sleep, as the crown prince he was instantly put into a position of power that some didn't think he was ready for. Though Arthur was greatly respected as a commander of soldiers, a more than capable diplomat, some didn't think that he was yet ready to take the throne, some even considered themselves more capable.

Despite this though, Arthur has earned a considerable and unquestionable loyalty from those around him, the various knights of the Kingdom have all pledged themselves to follow him and to die for him if needs be. The common people all know of him and know full well that he will work for their betterment which has been proven time and time again, as in the first year of his rule. Arthur repealed a series of laws and taxes that his father had placed upon the Kingdom to fuel its military might, this made life much easier on the people who were able to achieve more than they could before.

Such loyalty was proven when a Noblemen with a distant relation to the Pendragon family ignited a rebellion against Arthur and claimed that he would be a better King than the current one. This noblemen of the Morgause Family rallied a number of other noble families to his cause and built a sizeable army to back up his claim. However such a rebellion was swiftly put down when Arthur moved quick and caught the rebels off guard, the Morgause family were quickly defeated and those that backed them surrendered. This single victory showed that Arthur was more than capable of being the King as not only had he proved his ability on the battlefield, but the sheer force he was able to bring to bare showed the adamant loyalties of the Kingdom in him.

But still Arthur constantly questions himself, he is constantly wondering whether or not he is a capable ruler that the people need, the one that the other nations would want from him and more over a King his father would have wanted him to become. Though he is often reminded by many in his inner circle that if anything his father would have been proud of him, due in the simple fact that under him, Ang'los has become a strong Kingdom that is entering a golden age of prosperity.

                                                                                              

The Kingdom of Blen'darin:

Prominence: Approx. 400 years

Nation: Independent Kingdom

Governance: Constitutional Monarchy

Capital: Bellaire

Terms for their People: Blenari

A beautiful land that sits on the coastline of the Great Oceans in the west, the western most reaches of the Turcour Mountains in the East, the Empire and Conclave to the South and the Burgish to the North. the lands of Blen'Darin area considered some of the most beautiful and fertile, in the summer the fields are filled with plentiful grass and flowers, with forests filled with game. It is said that the only down side of Blen'Darin is the toughness of the winters, its placement on the western coastline of the continent, makes it exceedingly hard. Coastal winds bring cold storms from the open seas, whilst the winter snows come unchallenged from the reaches of the north. 

This bounty in the summer and hardship in the winter has forged the people of Blen'Darin into strong and capable people. After all the bounty they get from the fertile soil and plentiful meat means stronger muscles and the hard winter makes them tough in spirits.

Blen'Darin was once considered the child of the Empires prosperity, the province was one that produce a great amount of wealth, both in coin and in materials, the southern farms produced vegetables and crops in abundance, the mountains held mines that worked great seams of iron, coal, silver and even gold. And for a great time, the Province was peaceful and prosperous under the reign of the Empire, but of course as is often the case with prosperity there is always a danger on the horizon.

For the Blen'Darin, it was the division of the Ruling family, the so called Imperial Family. The cause of one of the many civil wars the Empire was gripped by was over who would the one to become the next emperor upon the death of the reigning Emperor, Claudius. The majority of the Empire favoured the Emperors oldest child, his daughter, the Princess Elona, but a considerable number backed instead the Emperors Son, Commodus.  The civil war that followed was focused primarily in Blen'Darin who backed the Prince, but sadly for these loyal followers, they ultimately failed in taking the power for their chosen successor.

Later Blen'Darin would back a male successor in another war for succession, but despite gaining victory, the province was ultimately were bankrupted by the new Emperors taxes to pay for his splendour and "Glory". Eventually talks began to spread of secession from the Empire among the noble families of Blen'Darin.

An opportunity would come when the Empire entered a state of economic crisis, as numerous other nations and Kingdoms decided to leave the Empire due to its failings. The Blen'Darin nobility rallied together and recognised one of their own as the new leader and formally crowned him the King of Blen'Darin. What followed was decades of wars and ceasefires between the newly created Kingdom and the Empire, both wanting a clearly defined target, the Empire not wanting to lose such an wealthy province and the Blen'Darin to force the Empire to recognise its independence.

Eventually after nearly 30 years of war and peace, the Empire had no choice but to fully recognise the Autonomy of the new Kingdom and relinquished all power and authority over it. 

Following this though, both nations would establish a profitable agreement for trade, since the Kingdom was and still is greatly dependent on trade for its wealth and prosperity. Especially in the current times, as rumours are beginning to spread that the Kingdom once known as a place of wealth and splendour is slowly starting to become lesser and lesser. However the Kingdom and the nobles within are adamant that the Kingdom remains prosperous and in splendour even if the realm is opening new forms of making money.

Decades ago, the Kingdom of Blen'Darin and the Empire entered into a marriage alliance, officially this was to establish a formal alliance between the two, to bring about greater prosperity and peace between them. Though there are some rumours that such was not as it first appeared.


                                                                                              

Queen Mother Marielle of Blen'darin

Age: 43

Reign: 23 Years

The younger sister of Empress Helena of the Av'Olian Empire, Marielle was in certain regards the bargaining chip for her family, something that she has absolutely hated even now after many years, though the two were close growing up, such changed when the time came for them to begin their tutelage. Helena being the Crowned Heir was given the very best, whilst Marielle was given a more mediocre education by comparison.

She utterly hated the fact that she was sent away from home, away from the so called centre of civilisation, such opinions partly changed when she arrived in her new home, in the splendour and beauty of the Blen'Darin capital Bellaire in all its grace and extravagance. She immediately began to live the life of the Blen'Darin royalty and nobility, living in plenty, wearing the finest fashion, the most beautiful jewels and in the winter the finest furs.

She was swiftly married to the Crown Prince of the Kingdom, Prince Ol'iar, though it was not a loving marriage, both understood that it was solely a marriage based on politics and influence. Both Nations wanted something from the other and as such the couple merely played the game, feigning affection and love for each other, even after her "Dear Husband" was crowned King, though according to some rumours the pair very rarely spent time together in "Other Regards". 

Once Marielle had given birth to their son, it became known that the King never ventured into the part of the Castle that hosted her bedchambers. Which suited her more than enough, according to Marielle herself, the King may have been a capable soldier, average diplomat and mediocre politician but. "He is far worse in other areas". Yet despite this, Marielle is deeply loving and affectionate to her son, Obrik, whom she adores with all the love her heart can muster. 

Some even Obriks father believed that she babied her son to the point that some feared that when he grew up, the boy would be incapable of performing the duties expected of him. Though in more recent years such fears have briskly put away, both since the young King has proven himself more than adequate, but also out of fear of the Queen Mother herself.

Upon her husbands passing, she witnessed the crowning of her son with much admiration and love. Ever since she has been one of her sons closest advisors and among his chief emissaries when it comes to matters of diplomacy, primarily to the Empire, the Conclave, the Duchy and Bellanor.  Whenever she visits the Empire, she of course visits her dear big sister, the façade of the two still being loving siblings is only displayed on Marielle, as Helena does truly wish to repair the bond between them.

Marielle however does not wish to let go of the easy life her dear sister had growing up or the fact that unlike her, Helena got to marry out of love rather than politics. 

One must always be warned however, just because she does not hold true power like her sister in the Empire, Marielle does have a keen eye for politics as well as how to work the shadows to her advantage. It is said that any who dare speak out against her place in court as an advisor to her beloved son or worse plot against her child end up in tragic "Accidents" or are sadly struck by sudden and fatal "Illnesses".


                                                                                              

King Obrik of Blen'Darin

Age: 22

Reign: 2 Years

Titles: King of Blen'Darin

Combat Style: Fire Style

The only son of Queen Marielle and King Ol'iar IV, King Obrik III was raised very closely by his mother, who unlike other nobles and royals insisted on rearing him herself, this included feeding, whereas other royal families and nobles would have a wet nurse serve the role, Obrik was given his nourishment from his own mother.

Such a close bond and affection continued through his upbringing, with Obrik having his mother guide him through every aspect of his education, he enjoyed some of the finest tutors from the Empire and Blen'Darin, which gave him a rather good insight into the wider world. And of course once he was old enough, he was given the training of a warrior and general, though his training was more cautious and careful, one because his loving mother insisted that care be taken, but also because his father the King didn't want anything damaging the future of the Throne and by extension his family legacy.

But despite this handycap in his physical education, Obrik did become a capable swordsmen and by the time he was approaching his late teens, had been the leader of several forays into the wilderness to defeat monsters and bandits in the Kingdom. As well as that he would accompany his mother and father on diplomatic visits to the Empire, where he would spend time with his cousins, as children they played, as adults he and Karl would take part in mock battles for some fun and amusement. 

His life would change however upon the sudden passing of his father, he was soon crowned as the King of Blen'Darin and its Royal protector. Now his life is one of constant effort in keeping the beautiful and plentiful lands of Blen'Darin at peace, despite the constant squabbling of the noble families, he has managed to maintain that status quo for the time being. Though his is reliant on a number of advisors whom he turns too whenever he faces difficult choices, chief among these is his own mother, although some would question it.

Obrik has always maintained the position that like many of his advisors whom have many years of experience, so does his mother and that he can always rely on her to speak her mind. 

These days, King Obrik is dead set on maintaining the delicate peace in the land, despite having the Kingdom of the Burg to the north, which serves as a buffer between Blen'Darin and the Wild lands beyond, monsters, raiders and barbarians sometimes reach the Kingdom and cause trouble. On top of that, he is having to constantly ensure peace internally, as the Nobles of Blen'Darin are constantly looking for ways to ensure the beauty of the Kingdom.

                                                                                              

The Kingdom of Burg:

Prominence: Approx. 500 years

Nation: Independent Kingdom

Governance: Absolute Monarchy

Capital: Burgelle

Terms for their People: Burgish

In the far reaches of the North where the Ice Cold waters of the Winter Seas meets the continent, lies the Kingdom of Burg, a land of hard men where life is very harsh even the "Warmth" of summer, warmth being a generous word.

For in the Burgish lands, winters are harsh and fierce, the northern shores are often filled with Ice from the frozen north, snow levels can reach a mans waistline. The Kingdom of Burg sits in a region where life is an everyday struggle, to the south is the plentiful lands of Blen'Darin and to their north east is the Highland Clans which they have a rough and turbulent history with. Then to the east is ever expansive forests, moors and mountains that no nation holds claim over, where monsters dwell in numbers unlike anywhere else and savage tribes of barbarians linger. 

Their southern most territories are still harsh as they are on the northern most reaches of the Turcour mountain range and since the mountains prevent the worst of the winter storms from getting to the Av'Olian peninsular. Such places are still faced with constant hardships and difficulty in crops and everyday life.

The Burgish lands were never taken over by the Empire back during its height, as back then there wasn't any interest in the region, various small tribes fought over the landscape for its limited resources, back then the Burgish tribes were regarded as little more than barbarians as they used not Iron but Bronze weapons and tools. It wasn't until just before the Empire began to decay and weaken that the first signs of a Burgish Kingdom begin to take hold and start to establish itself.

One particular tribe began to become greater and greater in power by adopting certain technologies from the south, notably iron and then steel working. This was exchanged by trade, The Kingdom of Burg to this day systematically grows and cuts groves of forests, they plant saplings ensure they grow strong and then when ready cut them for lumber. This lumber is regarded even now with the changing of times to be some of the best and sturdiest woods in this part of the world, whether it is Oak, Pine, Yew and so on, the Burg grow them all.

The Burg are throughout the ages holdouts of the old faith, to this day the Kingdom of the Burg, worship the gods of the ancient world, the gods of the forest, mountains, sky, waters and so on. Even when their neighbours have begun to worship the modern gods of divinity, the Burgish have remained true to their faith and some even actively demonise the new gods as false hoods. For according to the old faith, mortals cannot become as Gods or join the Gods any that claim to do so are false and disgrace the truth of the world that a mortal is a mortal and a god is a god, there is nothing in-between.

Now after centuries the Burg is still a harsh place, where there a seasonal tradition that forbids any form of violence or conflict, these are put into effect by law during the planting and harvest seasons. Since the land is incredibly harsh, the Burg require greater work to ensure that they are able to plant and harvest enough food to last them through the long and fierce winter months. So during these years, there is to be no conflict within the Kingdom and when possible the Kingdom is to allow the members of its army to return to their homes to either sow the fields or gather the Harvest.

But despite this there is also a law for the continued existence of a full time standing army, first is due to the constant battling between the Kingdom of Burg and their neighbours, the Highland Clans to the North East and the Bountiful lands of Blen'Darin. The Latter because of a disagreement on the ownership of a region, the Burg claim it is theirs and they require it more than Blen'Darin due to the fertile soil, but Blen'Darin claim it is theirs.

This army is also required to stand ready due to the constant threat of Monsters within the Kingdom of Burg, since so much of the Kingdom is wilderness and forest, Monsters thrive here and the Kingdom requires soldiers at the ready wherever possible to protect cities, towns etc.

                                                                                              

King Arveg III:

Age: 39

Reign: 14 Years

Combat Style: Fire and Earth Style

Arveg the third, the King of the Burg, is a harsh man, having been raised according to the Old Gods which enforced the ideals of honour and duty to ones purpose in life. So as King Arveg is sworn by the faith of the Old Gods to do whatever it takes to ensure the longevity of his Kingdom and protect its people. 

There isn't much known about Arvegs upbringing only that he was tutored under the careful watch of a priestess of the Old Gods, when he was old enough, he was brought to a sacred grove where he pledged his fealty to the Old Faith until his final breath. 

When he became King, Arveg inherited a kingdom in crisis, the Burg had just come out of a skirmish with its southern Neighbours the Blen'Darin, as well as were facing constant harassment from the Highland Clans. All of which was made worse by the extremes of the landscape and the viciousness of monsters in the wilderness, in total his people were either tired, starving or both. Yet he didn't let this hold him back, he reformed his nation and drove back the Highland raiders then swung his army south and showed the "Flower Lovers" true Burgish Steel.

Though it was a hard fight, King Arveg led his people to victory and managed to obtain a peace with the south and the Highlanders, this enabled him to finally let most of the army go back home and become farmers once again. At the same time it let him focus his more limited forces on the more problematic and dangerous monsters wandering the Kingdom, he let the Adventurers Guild handle the rest.

Fierce, Determined, Strong, these are just some words to describe King Arveg of the Burg, a man who is driven to what ever is needed to ensure that his Kingdom remains safe and its people able to focus on getting ready for the Winter.

                                                                                              

The Kingdom of Devarn:

Prominence: Approx. 300 years

Nation: Independent Kingdom - Member of the Triumvirate

Governance: Absolute Monarchy

Capital: Deverum

Terms for their People: Devarnions

In times past, the Kingdom of Devarn was a region of open grasslands and meadowed hills, the land was once home to various nomadic herders that followed the seasons to ensure that their livestock and horses had space to graze and fresh grown grasses and shrubbery. 

Over time the Empire came onto the plains and recognised the ability of the Devarn nomads as Horse breeders and cavalrymen, for generations Devarnion horsemen served as Auxiliaries in the Av'Olian Empire. This was a mutually beneficial partnership between the two peoples, the Devarnions received payment for their service and were allowed to live according to their own customs. Eventually of course they became more and more acquainted with the more organised lifestyle of the Empire and its cities.

Within just a few generations, the region was firmly a province of the Empire, with the nomadic lifestyle slowly ebbing away to be replaced with the more feudal system that the rest of the world mostly upheld, Chiefs became Lords and nobles etc.

When the Empire began to fragment, the Devarnions believed that they had earned the right of self Autonomy, they had served as the cavalry of the Empire for centuries by this point and had buried tens of thousands of sons in the petty imperial disputes. They saw it as their right, so several nobles and lords came together and chose the most powerful among them to be their new King, they called on the Horsemen still serving the Empire to return home and fight for their own kings rather than someone else's. 

At the time the Empire was facing unrest in other parts of the Empire, with other provinces wanting autonomy and independence, this meant that they needed the Auxiliaries more than ever. But instead the Imperial Officers in command found that each day more and more were deserting to join their new Kingdoms Army. With all the troubles it was facing the Empire felt that it had no choice, they renounced their claim to the region and accepted Devarns independence on the singular condition that the deserters return all the gold they had been paid for their service. Though there were some disagreements the terms were accepted and Devarn was recognised.

These days the Kingdom hasn't changed much, though advancements in society, culture and technology have been progressing, the Kingdom remains firmly tied to the Saddle of its horses, which remains one of its biggest sources of income, the breeding of fine horses, though the best are under the law the property of the Royal army.

In current terms, the Kingdom is a firm and starch supporter of the so called triple alliance, that was formed to resist the expansion of the Sultaran Empire. When the Val'ist were invaded, the Devarn answered the call alongside the Ang'Los to help fight off the enemy, the cavalry consisting of light and heavy horse supported by mounted archers came in great use during the battles that followed. They achieved a great amount of infamy during their "to Death and Glory" charge at the Battle on the fields of Beruna.

                                                                                              

The Principality of Val'ast:

Prominence: Approx. 300 years

Nation: Independent Principality - Member of the Triumvirate

Governance: Absolute Monarchy

Capital: Valince

Terms for their People: Valisin

Compared to its neighbours, the Principality of Val'ast must appear to be a small insignificant nation on the borders of Civilisation and Barbarism, situated within the Carvadel Mountains, this small nation is ruled not by a king but instead through a Prince or Princess. That is correct, the Principality is one of the few nations where a woman can rule without a consort, for the Val'ast whomever is born first is the one destined to reign over the state when it is their turn.

In historical terms, the Val'ast have done their best to stay out of trouble, when the Av'Olian Empire came onto the scene and began to spread its influence and power, they instead decided not to fight directly. They instead used the power of the mountains that make up most of their nation to resist their enemies in the Empire. Striking out from the shadows of the mountain forests and glens, causing chaos and then disappearing back into the wilderness, when they did have to fight conventionally they stuck to places where their small numbers make all the difference.

Such tenacity was recognised by the Empire, who decided to offer the Val'ast terms for their small nation to become a humble vassal of the Empire, this was accepted as it would enable the Val'ast to remain as they were. Valisin soldiers were soon being recruited into the Auxiliaries of the Empire to serve as scouts and skirmishers going behind the enemy lines to cause trouble and gather information. For the Val'ist such was acceptable as they sit on the very border of the "Civilised world" beyond the northern mountain ranges are the lands that are dominated by the savage barbarian tribes and vicious warlords that often seek to venture south for plunder and slaves.

When the empire began to buckle however, the Valisin felt that the Empire could no longer guarantee their protection from the barbarians to the North. So they decided that since the Empire could not keep their promise as a Protector of its vassal state, the Valisin would become independent once again. The Empire could nothing to stop it, as they were facing political and social instability in other regions.

In recent generations, the Val'ast has become a firm member of the Triumvirate only a generation ago, the Sultaran Empire, the new power to the south decided to launch an invasion of the Principality to annex the nation for their own glory. The Valisin put up a brave fight but were unable to resist alone, they called on their closest neighbours in Devarn and Ang'los for help. Both answered and as one the three nations were able to repel the Sultaran armies.

Today the Valisin remain at the ready to fight, for they understand that the Sultaran wish to expand and despite their alliance their small nation is the weakest link. For they are having to constantly be on guard not just for enemies to the south but barbarians to the North, they do not have the army to protect both sides at the same time, so must be careful.


                                                                                              

The Republic of Bellanor:

Prominence: Approx. 300 years

Nation: Independent Nation

Governance: Republic - Elected Ruler - Elected Council of 10

Capital: Bellanor

Terms for their People: Bellanorians

A powerful nation on the peninsular, the Republic of Bellanor is powerful in more than one form, it boasts a powerful naval fleet which serves as its primary force of defence, since the only way into capital either by ship or across a very, very long connecting bridge.

But its greatest power, comes in the form of its wealth, Bellanor is the home of to the largest bank in the known world, the Bank of Bellanor is by far the most wealthiest institute in the world, with deep vaults that descend deep underground where its said that no one could produce a number for the amount of Gold within. Such gold gives the Bellanorians a powerful edge in the world, for even the most powerful kings and rulers in the world come to them seeking loans and aid or have the Bankers protect and service their funds.

Before the Empire, Bellanor was an empty group of islands that hosting little more than a fishing village, but following the unification of the peninsular and the expansion of the Empire. The islands were recognised as the perfect place for a naval base and slowly to support that base a city began to grow around it. However one could say that Bellanor is the cause of the Empires trouble, the bank within would give loans to Generals and Princes seeking to seize power for themselves or bribe officials to curtail the laws.

Eventually the Bellanorians felt that such wealth and prestige allotted them the right to rule themselves, very quickly they seized control of their own city and its naval base including the ships within. They then paid a vast force of adventurers and mercenaries to fight for them, igniting a war on the Peninsular, which only ended when the Empire sued for peace and was forced to not just recognise the Independence of the Bellanor but also turn several cities into vassal states to act as a buffer between the Empire and Bellanor.

Unlike other nations however, the Bellanorians swore they would never be ruled over by "Tyranny", instead they installed a system of democracy where the people elect their leaders. A council of 10 sits as the legislative body for the establishment of laws whilst an elected Chancellor sits at the head as the Executive branch.

These days very few have dared to make moves against the Bellanorians, for they fear the profound wealth the city possesses, something the Bellanorians have taken for granted and instilled a sense of superiority among them. The Nobility of the city look upon others as lesser for not being as "Refined" or "Civilised" such can be seen in the armour and attire of their city guards and army, which is more about style than it is about defence.

                                                                                              

The Sultara Empire:

Prominence: Approx. 90 years

Nation: Sultanate Empire

Governance: Absolute Monarchy

Capital: Edirne

Terms for their People: Sultaran

A growing power in the eastern regions, the Sultara Empire was originally nomadic horsemen that lived in the open grasslands and shrublands that dwelled beyond the eastern borders of the Empire. Then around a hundred years ago they unified and began a war against the Empire for control of the eastern provinces. 

This culminated in the laying siege and successfully taking the largest city in the east, Constantine which served as the political, social, cultural and economic heart for the Empire in the region. Now the Sultarans are looking for more lands and more power, they have for the last 50 years been caught in border disputes and skirmishes with their neighbours, the Principality, Devarn and Ang'Los for control of the region. 

ruled over by a Sultan that leads as an absolute monarch with various Viziers beneath him that serve as advisors and local governors. The Sultara are growing in wealth from trade, for the famed Spice Routes and the infamous Silk Road pass through their Empire enabling them to achieve a vast amount of wealth through taxes on these goods. With this worth they have built an powerful empire, with their capital Constantine becoming expansive which serves to support the goals of the Sultaran Sultans.

The Empires expansion was halted however following the Battle on the fields of Beruna, where whilst trying to conquer the Principality lost most of its powerful army when they faced three combined armies of the new Triple Alliance. Since then the Sultara have been working towards rebuilding their forces and reaffirming their place in the world as the new power.

                                                                                              

The Kingdom of Djinn

Prominence: 4 years

Nation: New Independent Kingdom

Governance: Constitutional Monarchy

Capital: Sedire

Terms for their People: Djaran

New comers on the scene, the Kingdom of Djinn has only been in true existence for 4 years, following their successful capture of the great city of Alexandria.

Before that, for centuries the Region of the Djara was a province of the Av'Olian Empire and had been a land of incredibly wealth for the Empire not in terms of precious gems, gold or other literal wealth, but in terms of more basic wealth. For the lands of the Djara are incredibly rich and fertile, the great river that stretches from the far south in the desert towards the sea gives an incredible amount of water to the region allowing for a considerable harvest.

This during the age of the Empire made the province the region that served as the Empires bread basket, most of the grain that fed the citizens of the Empire came from the Djinn province. For a considerable amount of time the region was peaceful, until a new governor came onto the scene, this man supposedly was given the position thanks to "Friends in high places", he made himself a very rich man by imposing new taxes and tithes on the province and its people all in the Empires name, when it truth it went to his own pocket.

This infuriated the native Djara who began to despise the Empires rule, but the final straw came when the Governor enacted a law forbidding the worship of the Djinn, the elemental spirits that sit at the heart of the Djaran faith. From this law a man known to the world as Salah'Din rose in rebellion and started a "holy war" against the Imperial occupation, the people rallied to him and for several years the conflict ensued, with the Empire controlling the cities and the Rebel Djara controlling the countryside.

The War came to its head when the Rebels laid siege to the Provincial capital Alexandria, for the Siege lasted for weeks but came to a head when the Governor was found dead in his private suite, missing his head. Without a proper leader, the Imperial forces were at a loss on what to do which enable the Djaran rebels to finally breach the cities defences. 

Following the capture of the city, Salah'Din was crowned by the Djaran elders as the first king of the Kingdom of Djinn. To this day the Djinn are still engaged in running battles with Imperial forces further west where the Empire still holds some territories within Djaran Lands.

                                                                                              

The Taiko Kingdom:

Prominence: approx. 600 Years

Nation: Old Eastern Empire

Governance: Absolute Monarchy

Capital: Edo

Terms for their People: Doragons

A kingdom far to the east, that sits at the edge of the legendary Silk Road, the Taiko Kingdom is the only place in the world the possesses the ability to produce the exquisite goods that are traded along the road. Not just Silk but also spices and teas, all of these delights that are all the rage for the rich and powerful in the west are only produced in the Taiko Kingdom.

No one is quite sure how old the Taiko Kingdom is, since very few scholars have ever come from the Kingdom itself and shared all of its knowledge and understandings. What is known is that the Taiko people regard themselves as Doragons, meaning worshipers of Dragons, for to the Taiko the Dragons are the only entities capable of moving between the Heavens and the Earth, meaning when a Dragon speaks of Gods then they truly mean it.

Due to the great distance it takes to travel to the Taiko Kingdom not much is really known about their customs and their complete culture, though it is known that they have an absolute monarchy, where the ruler of their Empire takes on the name of Taiko when they ascend to the throne. It is also known that the East is the birthplace of the Form of Water and the Form of Air when it comes to combat style, for both is favourable for the Taiko warriors. Some westerners actually travel to the East in order to study under the masters themselves. 

One clearly known fact about their society is that it is highly structure and organised, with their cities being carefully constructed according to a clearly defined plan with straight lines being favoured over curvature. They claim that this method makes it easier for people to move around without getting lost as well as them to be able to expand the cities without having to change all kinds of structures or current placement of buildings such as the defensive walls.

Being so far out means that the Taiko do not generally involve themselves in the affairs or even care what happens to the nations of the western world, for as one emissary put it "What happens here is none of our concern".

                                                                                              

The Savages and Warlords:

The world is not just in the civilised world, beyond the boundaries of the more centralised nations and kingdoms, exist various vicious barbarian tribes as well as ferocious and brutal warlords that battle for control as well as plunder. 

These Warlords, Barbarians and savages are grouped in regions that were either never truly conquered by the Empire or have since been abandoned due to the troubles it faced. The largest collection of barbarian tribes and warlords is the north beyond the mountains, beyond the Duchy of Mora, north of the Principality of Val'ast, north of the Danuvian River that serves as the Kingdom of Ang'los's northern border and is to the east of the Highland Clans.

This region was never conquered by the Empire, if anything no attempts were made by the Empire nor by other nations since to try and conquer these lands nor subjugate the Barbarians and Savage tribes that call those regions home. Mostly for two reasons, first was that the Region has nothing of real worth beyond the near endless forests that can stretch on for hundreds of miles, the second was because the land is infested with various monstrous creatures that are considered even more dangerous than normal.

The other region is to the west, to the South of the Conclave of the Twelve cities and west the Empires Western Province. In ages past, this entire section of the continent was controlled by the Empire, but as its power waned the region descended into anarchy. Former governors and local leaders established their own fiefdoms and became warlords fighting each other for power. As well as that the region is also the home of the War like Rhoynar, the original inhabitants of the regions who are fighting to reclaim their total independence.

These days there is little interest in pacifying completely the Savage warlords and Barbarians, the only interaction is when ego driven bands move into the territories of more "civilised" nations in order to raid and plunder the lands and slaughter or enslave the people.

                                                                                              

The Non Humans:

The world is not just humans and Kanites [Elves], there are many other races and species that call the world home, some are more different than humanoid whilst others appear to be humanlike.

                                                                                              

The Western Dragons:

Dragons are creatures of magic and wonder, some say that they have been around since the beginning of time itself and have witnessed the future become ancient history. They have seen the Empires rise and fall throughout the millennia. Despite their vicious appearance, Western Dragons are able to speak on the same level if not higher than humans and Kanites, they are regarded as incredible magical users with the power to use words to create a fiery breath. The Western Dragons are different from their Eastern brethren, they possess the long reptilian shape, the four legs and their two large wings.

But things are always bound to change, according to the faith of the old Gods, the Dragons are brethren and friends, in the Kingdom of the Burg there is a law that none may bare a blade against the Dragons. Everyday in every Adventurer Guild branch in each city of the Kingdom guards come to remove any requests for help against a Dragon, this usually occurs in the morning when the requests get posted to the Jobs Board.

In other parts of the west however, things are very different, many people look at Dragons as nothing more than a higher tier or class of monster. So they treat them as such, this is made worse from stories and tales that the Dragons have lairs where they hoard treasures like precious jewels and stores of gold. Which only made matters worse for the Western Dragons, as people and adventurers began to hunt them in an vain hope of gaining glory and enormous wealth.

Today Western Dragons have retreated from most of the world, finding sanctuary in hidden havens in the regions north of the more civilised nations where they are able to hide away more easily. They also find sanctuary in the Kingdom of the Burg where they are still regarded as friends rather than foes. Despite it all though, the Western Dragons have a system of governance of their own, they even have their own royalty which includes a King, known to the Dragons as literally "The Western King". They even have a system of laws that are passed down through the ages, such as apparently, "A Dragon may not Kill another of our kind".

There are even some tales that detail that somewhere in the world, the Western Dragons have a city of their own, where their King holds dominion.

The Western Dragons are very mistrustful of humanoid beings whom they see as their enemies, which can be understood form the thousands of years, in which the Western Dragons were viciously hunted and killed for Glory and Gold.

                                                                                              

Nagaron: The Western King

Lord of the Western Skies and the Exemplar of Vengeance, Nagaron is only really mentioned in whispers and stories, none alive at least have ever seen him let alone spoke to him. Nagaron is known for his utter hatred of humanity and desires to see the Western Dragons rebuild the Kingdom they once had.

For he has witnessed first hand the brutal destruction of his kin at the greedy hands of mankind. That whilst living peacefully in an abandoned mountain fortress, a party of Adventurers came in search of gold, slaughtered his bride and destroyed the Eggs that contained his children. He then unleashed a torrent of revenge on the region, wiping out several villages and rendering an entire forested valley into nothing but ash in the winds.

All stories of Nagaron the Western Dragon King are always about him inflicting pain and suffering upon mankind, it appears that whenever a Western Dragon performs some kind of action that brings about the death of humans, it is the apparent act of the Dragon King himself.

Though of course no one knows for certain, the High Priests of the Old Gods in the Kingdom of the Burg claim that as part of the crowning of a Ruler, the King must present himself to Nagaron or whomever the Western King is and swear to honour the old ways and promise that no blade shall be bared against him and his kin.

In exchange Nagaron the Western King swore that no Dragon of the West shall bare their teeth nor their claws nor their fire upon the Burg.

                                                                                              

The Eastern Dragons:

Almost a complete opposite when compared to their Western Brethren, the Dragons of the East are more finely attuned to magical ability, their bodies are much longer and more serpentine. When they stand their bodies appear to be like a wave, up and down, though they do not possess the wings like those of the west, they are still capable of flying. As said they are more magic capable, using it to fly rather than sheer power of muscular wings.

Another major difference between them and the west, is that unlike in the west, Eastern Dragons are no demonised, if anything they are borderline revered. The reason is because in the early years of humankind, the Eastern Dragons taught humans how to build, how to meditate and harness magic in its purest form. As such the humans in the east look upon the Dragons with respect and admiration.

To the point that thousands of years ago as a sign of friendship and companionship, the human nations of old came together and built an entire city just for the Dragons, where the Dragons would rule themselves as well as any who wish to live in the city. There they could live peacefully, as well as continue their practice of honing the bodies and minds to understand and find inner peace.

For the Dragons in the east use not magic in the form of spells or incantations, they use what the eastern humans refer to as Chi, the energy of life itself. The Eastern Dragons were the first to harness Chi to the point that they could us it to perform wonders, like healing the most grievous wounds and of course fly without wings.

Today the Eastern Dragons are content to live their lives alongside the Taiko Kingdom in peace and tranquillity, for the Eastern Dragons are not the kind to seek violence. They only see violence as a final resort, preferring instead to sit and talk in an effort to find a peaceful resolution, so respected are they, that throughout the history of the Taiko Kingdom. They have requested the Eastern Dragons to be the hosts of discussions during difficult times.

However this has not stopped them in their ultimate goal, for in the East, Dragons are respected as the speakers of the Heavens, though in the old days this was because the Dragons were believed to be capable of visiting the heavens. In more modern terms it is because they are the seekers and great achievers of spiritual enlightenment, the Eastern Dragons take solace in not possessing greatness in material wealth and instead are often known to meditate for days on ends in their goal of achieving such enlightenment.

                                                                                              

Qing Long: The Eastern King

Lord of the Eastern Skies and exemplar of Pure Magic, Qing Long is the King of the Eastern Dragons and holds great importance in their friendship with the Taiko Kingdom.

Though all dragons are able to live to extreme ages, the Eastern Dragons are known for living the longest and Qing Long is extreme even for them. Some say that he is the oldest living being in the entire world, having been around for nearly a thousand years, though of course so don't believe it.

Qing Long very rarely is seen outside the walls of the Dragon city in the East and when he does, it is to visit those whom he calls friends in the wider world, mostly the Taiko rulers or the other Dragon rulers. He is seen as a kind hearted and diplomatic figure who seeks only peace in the world, for through peace is he able to continue his meditations and study of magic in tranquillity.

Some regard him as a Dragon like Monk, for despite his station as the King, he is still a stern believer of his kinds customs and beliefs. Some stories say that he meditated for 3 weeks straight without any rest or pause, all to seek greater Enlightenment for his spiritual self.

This does not mean however he is not afraid to fight, for their is a tale that one over zealous dragon from the west attempted to challenge him, that Westerner still stands encased in solid stone as a statue before the City of the Eastern Dragons without ever being able to say a word or attempt his fiery breath.

                                                                                              

The Jormungand:

A race of literal Giants in the far reaches of the North, the Jormungand as they call themselves are a secretive race of human like people that very rarely ventured close to the lands controlled by any nation. 

They are incredibly tall and immensely strong with some stories having them ripping entire trees from the ground and using them as giant clubs. However they are actually rather civilised peoples with understandings of clothing and metalworks, there are stories of the Giants even having a kingdom of their own with proper villages and settlements and even farming.

Though of course this has never been proven, since very few have ever ventured into the far north and returned and those that do, haven't ever spoken of a Giant Kingdom.

The only times that the Jormungand have ever been seen beyond their own territories is along the borders of the Highland Clans or the Kingdom of the Burg, since these nations are those that are believed to be the closest to the Giants homeland. Even then most interactions of Giants and humans usually end with the Giant walking away back in the direction of the frozen northlands.

                                                                                              

The Kayless:

A race of half humans from the Southern Continent, the Kayless are humanoid beings with characteristics more akin to Felines, such includes physical, such as their ears, tails and flexible bodies, as well as to a certain extent, some possess more feline like eyes. 

In the southern continent, the Kayless forged their own culture and customs, among which is their own faith, the worship of the Feline Goddess that watches over all, within their towns and cities, there always can be found a temple to the Goddess they call Felisa and as is custom such places are always the homes of many cats both ordinary and big. 

An aspect of Kayless culture is their stance on nomadic males, according to their traditions females are customarily to remain in the lands of their birth, whilst the men are expected to travel the landscape in search of a new home to call their own. 

In ages past, the Kayless were left entirely alone on their continent, content to leave the rest of the world alone just as they were left alone. When the Empire came to their shores, the Humans began to establish a colony with a fertile region on the coastline. A pact was struck in which the Kayless would allow this colonisation of their lands as long as the humans stayed where they were, in exchange, the Kayless would be given complete autonomy and recognised as a free peoples. This pact came as a result of the Kayless conducting a vicious war against the Empire, in which the Kayless showed their prowess as more than capable warriors.

These days the Pact remains strong with the Imperial province on the continent remaining in the same region as the day the Pact was signed. Trade has become a great source for the Kayless, for the continent in which the Kayless live is plentiful in wildlife as well as natural resources. This can range from Ivory from giant beasts and monsters, to special medicines from different plants found no where else, all this has been traded by the Kayless for centuries in exchange for foreign goods and materials they are unable to produce themselves.

As well as this, many Kayless have ventured beyond their ancestral shores to become Adventurers in the human kingdoms where their skill as warriors has made them invaluable for those who are able to become party members with them.

                                                                                              

The Rhoynar:

The original inhabitants of the western regions of the main continent, the Rhoynar are a race of humans that are known for their ferocity as hunters and warriors. For countless millennia the Rhoynar lived in a tribal society with each tribe feuding with others for power and territory. 

For the lands of the Rhoynar are despite their appearance in some regions are not very fertile and the land barely provides a surplus for those living in the landscape. The real wealth of the Western reaches is the source of stone and marble that is in abundance and has been used for centuries to construct the great buildings of the Empire.

The Rhoynar themselves were once subjects of the Empire, having been subjugated during the years of the Av'Olian Expansion. But when its power began to wane and petty warlords began empowering themselves, the Rhoynar rose up and ousted their enemies from the interior of the western reaches and regain their independence. Though they have continued their tribal culture, they have changed with the times, today the Rhoynar are partly on the same level as the warlords on the western and southern coasts, wielding weapons of iron and steel.

Despite the many generations of living under Av'Olian rule during which the Rhoynar accepted things such as towns, proper roads, trade etc. They have managed to maintain the unique individuality of each separate tribe, for each Rhoynar tribe has a unique appearance in the form of their clothing and even hairstyles, even the jewellery they make from stone, animal bones and leather stripes is used to help in identifying which tribe an individual is from. 

The tribes within the heart of the Interior are relatively peaceful whilst those closer to the territories controlled either by the Conclave, the Empire or the warlords are more violent and are constantly causing trouble, launching raids and attacks against outsiders. Even within the territories of the Empire and the Conclave do the Rhoynar conduct raids and attacks, performing acts of guerrilla warfare in an effort to reclaim the lands that were once theirs.

                                                                                              

Guilds and Organisations:

                                                                                              

The Adventurers Guild:

Founded Centuries ago by a congregation of Merchants, nobles and explorers, the Adventurers Guild was established during the early days of the Av-Ol'ian empire, the Guild was set up to serve as an independent force of warriors, rangers and magical users. Their purpose was to explore the lands of the unknown and meet those never met before, as well as to identify dangers and threats to travellers as they established the safest routes across the map.

For a time the Adventurers guild became known for their desire to explore the unknown, but then the wish for exploration outgrew the desire of the populace. As very quickly people began making requests of the Guilds members, since a great number of Adventurers were hardened fighters, capable magical users and sharp eyed archers. Merchants began asking for their assistance in protecting their caravans in exchange for gold, villages began offering bounties for monsters that were plaguing or threatening them, nobles put up notices offering gold for troublesome monsters or bandits on their land.

Now days the Adventurers Guild is little more than a guild of Mercenaries and Monster Exterminators, the desire to be true adventurers is now a thing of the past as people join not to go in the unknown or go on great quests, but simply to make quick money or make a name for themselves. In the past, Adventurer Parties were made up of honourable warriors, respectful mages and admired Rangers, now Parties are mostly made up of thugs, brutes, former thieves, Assassins and other rough types. 

However certain rules are still maintained and enforced by the guild to ensure that the Adventurers Guilds reputation and respect is maintained and that the jobs and contracts keep coming in. Chief among these rules is that the Guild an exemplar of Neutrality, the Guild operates in every known nation in the world and cannot involve itself in the political affairs of these nations, this includes wars. Though it is known for Adventurer parties to side with one side or the other, the Guild itself always maintains its neutrality in such affairs as supporting war efforts would mean disgracing the Guilds name.

Ordinarily Parties are made up of several classes and types, this ensures that a party can deal with various jobs that get offered and posted up in the various guild branches across the Kingdoms and smaller nations. Some classes are more common than others with the usual being those below, though other more specialised classes are known to exist in far lesser numbers than others.

The Common Classes Include:

Warrior:

Primarily wielders of swords, axes, shields and spears, they serve as frontline fighters of parties, they required strength of muscle and skill with their weapons to perform their side of the job. A considerable number of Parties have a larger number of warriors than any other class, since they see themselves more as mercenaries and mercenaries need muscle.

Ranger:

Users of Bows and Arrows or the Crossbow variants, Rangers primarily serve as scouts or trackers for their parties, they are much desired when hunting monsters, where the need for surprise may be of great use. Though a number of parties don't seem to bother with Rangers, preferring instead to have strong fighters that can fight up close and personal.

Healers:

As their name suggests, Healers serve as the protectors and support for their parties, using their magic to support the other members of the Party during and after a fight. They will use their magic to help enforce protective spells and enchantments to keep their party safe during a fight and then use healing spells and elixirs they have made to care for any injuries from the fight.

Mage:

Within a party there might be a mage, a magical user that is capable of wielding powerful spells that can be used in combat, such spells are of great use to the Adventurers as they cause a great amount of damage to an opponent or utterly destroy an enemy with a single blow. But over the centuries a number of mages have begun to experiment into other more unrecognised forms of magic, what is known as Dark Magic as the Temples and Churches refer to it as, due to it being what they regard as against the Divines.

Assassin

A world of intrigue and politics breeds backstabbing and Assassins take advantage of this, though not all of them go into the business of killing nobles for nobles or whomever wants them too. A good number go on and join the Adventurers Guild, using their skills in poisons, speed, stealth and surprise to get ahead of an enemy and sabotage any opportunity.

Thief:

A world filled with gold breeds greed and greed breeds crime, crime produces Thieves, but sometimes a thief runs down on their luck and needs a way out to avoid getting caught. As such a number join the Adventurers Guild as a means of escaping getting arrested and imprisoned or worse, plus its steady work with a good pay off. Thieves are appreciated in Adventurers Parties due to their skills in speed, parkour as well as their knack for "spotting a good opportunity".

As well as this, the Guild itself operates a system that classifies Adventurers and parties which clearly dictates what type of contracts and jobs they are permitted to undertake. The most dangerous jobs and contracts obviously are restricted to higher tier whilst less dangerous and more menial jobs are available to all but are primarily the area for lower tier Adventurers.

The highest Class is Diamond, which is considered almost impossible to achieve, since it requires conducting actions that are thought be the realm of the Gods. In fact it is rare for an Adventurer to reach Obsidian Class, the majority of parties are between Copper and Steel Class, whilst some that have earned glory and respect have achieved Silver and Gold.

In order for an adventurer or a party to rise in the ranks they must be go through the ranks individually to ensure that the Guild does not permit them to take a Job that they are not qualified for. A raise in rank can be achieved through examination by the Guild itself or it can be done through experience and qualification. Where the Adventurer or Party has earned a new rank based on their ability to perform certain jobs.

The Adventurer Classifications are as follows: Top to bottom

- Diamond Class

- Obsidian Class

- Gold Class

- Silver Class

- Steel Class

- Iron Class

- Bronze Class

- Copper Class


                                                                                              

Easily Recognised and Top Tier Adventurer Parties:

                                                                                              

The Old Guard:

Prime Area: The Av'Olian Empire

Guild Class: Obsidian Class

Code: Honour and Duty

Party Emblem: a silver dragon

Contracts: Escort, Monster slaying, Bandit Elimination

Made up of former soldiers of the Av'Olian Legions, the Old Guard are among the most respected group of adventurers within the Empire. They are also among the oldest and longest existing Adventurer Party in recorded history, having existed for generations. With new generations joining them and eventually becoming Mentors when its their turn.

They conduct themselves in a manner similar to the Imperial Legions, with a centurion as the over all leader of the party, with each individual having a clearly defined role within the group. These include two sides, the first role is what that person does for the party in combat, such as acting as a scout, frontline warrior, ranger or magic user. Then there comes their role out of the fight, for instance when they set up camp, who is charge of making sure a meal is cooked, who is on guard at certain times, who is in charge of making sure their equipment is still in good order.

This level of discipline has made them well respected among the adventurers Guild branches in the Empire, as well as among the various trading companies, even the Imperial Trading Company, one of the largest trading conglomerates in the Empire. 

The Old Guard are often requested or take on jobs and contracts posted in the Guild which include the escorting of merchants across the landscape or dealing with troublesome bandits within an area. Due to their heritage however, the Old Guard do not tend to venture beyond the boundaries of the Empire, this makes them less confidant in handling contracts and jobs beyond the boundaries of the Empire. 

They are also one of the Adventurer Parties known to involve themselves when a nation goes to war, in their case whenever the Empire has called on its troops to defend its borders or its provinces, the Old Guard have offered their services to the Legion as mercenaries. Most Recently in the Djaran Rebellion.

                                                                                              

The Golden Eagles:

Prime Area: The Av'Olian Empire - The Kingdom of Blen'Darin

Guild Class: Gold Class

Code: Fly High in Golden Light

Party Emblem: a Silver Eagle wings spread

Contracts: Escort, Monster Slaying, Bandit Elimination

Comprised mostly of the younger sons of various noble families from both the Empire and the Kingdom of Blen'Darin, the Golden Eagles are individuals that seek fame, glory and fortune in the Guild when they have no chance of getting it through inheritance.

Known for being flashy in their gear, the Golden Eagles like to show off their noble heritage and prestige, from their armour and weapons, to their preference for their lodgings, they like to live the high life.  They have even been known for taking offence when an Inn does not give them feather pillows in their beds, or for giving them simple meals.

Many adventurers regard them as pompous and glory seeking, caring more for their image than their actual worth, they've been known to be the kind to brag about their "Conquests" against vicious monsters and barbaric bandits. 

Due to them being the sons of noble lineages, the Golden Eagles are quick to take the contracts and jobs that gain them glory and fame. As well as that, their heritage means that they are more likely to be requested by noble families for specific contracts as such powerful families are more willing to trust the sons of fellow noblemen than adventurers from the "dredges of society".

                                                                                              

The Rough Riders:

Prime Area: The Conclave of the Twelve Cities

Guild Class: Gold Class

Code: Ride Hard, Ride Swift and Strike True

Party Emblem: a Bay Horse

Contracts: Bandit Elimination, Monster Slaying, Merchant Escort

Renowned fighters on horseback, the Rough Riders are known for their speed and mobility.

Formed by a group of wandering adventurers, the Rough Riders mostly come from the various cities of the Conclave which is also where they are mostly known to work. Although all Adventurers are known to have horses of their own, the Honoured Riders went a step further and became renowned for their skill at combat on horseback.

Whether against Monsters, Bandits or Rhoynar Partisans, they use their skill to outmanoeuvre their opponents and strike either with sword or spear. They are well known among the twelve cities and many of the cities nobility have requested them to assist in dealing with dangers on their lands.

These can include dealing with Rhoynar Partisans, Raiding Warlords, troublesome Monsters and so on.

But they are also known to take on contracts to escort Merchants across the land, whether it be between the cities of the Conclave or further on into other nations. Though they do sometimes take jobs and contracts in other nations, the Rough Riders are primarily at home within the territories of the Conclave.

Which is understandable given that the different riders of the group all come from the Conclave.

                                                                                              

The Blades:

Prime Area: The Taiko Kingdom

Guild Class: Silver

Code: Honour in life and in Death

Party Emblem: A Blackened Blade

Contracts: Merchant Escort,  Monster Slaying

Among the Adventurers Guild, there are not many that come from the Eastern Kingdoms like the Taiko, if anything there is only one branch of the Guild in the far east and that is in the Taiko capital of Edo.  And even then there are very few Adventurers that actually visit it.

One of the parties at the Branch is the infamous blades. A group of hardened individuals that have proven themselves from countless passages of the Silk Road, the Blades primarily serve as guards and guards for merchants travelling along the Silk Road.

Each time they come through into the western world, the Blades stay only for a time and mostly to just restock on supplies before going back along the Silk Road back to the Taiko Kingdom.

No one knows exactly where the members of the Blades come from, some rumours suggest that they are from the respected Samurai Class of the Taiko Kingdom, others say that they are a class known as Ronin, a disgraced warrior but no one knows exactly who they were before they became the Blades.

                                                                                              

The Cracked Bones:

Prime Area: Rhoynar Lands - Conclave of the Twelve Cities - Av'Olian Empire

Guild Class: Silver

Code: Blood and Bones are all we have

Party Emblem: A Jagged Dagger

Contracts: Monster Slaying, Bandit Elimination

A hardened band of Adventurers in the west, the Cracked Bones are a party made up entirely of Rhoynar Warriors. Coming from the harsh wilderness of the Rhoynar lands, they are all fierce, fearless, ruthless, relentless warriors with years of experience.

No one knows exactly when the group came together, there is only the records of the Adventurers guild, which states that the Party was formed several years ago in the western Province. And the Cracked Bones take pride in their ability to incite fear and terror in their enemies, they often take on contracts for the elimination of Monsters and the destruction of criminals in the mountains and forests.

Being Rhoynar often leads to the Cracked Bones meeting discrimination from people in the Empire and the Conclave, mostly due to the opinion of many that the Rhoynar are nothing more than savage barbaric raiders and murderers. This hasn't been helped when the Cracked Bones have often started fights with those who boast of killing Rhoynar partisans and raiders. 

Some say that the Cracked Bones are the survivors of a Rhoynar tribe that is now dead hence the code they possess, "Blood and Bones are all we Have" the thought being that these words are literal.

                                                                                              

The Shinobi:

Prime area: Varies

Guild Class: Silver

Code: Unknown

Party Emblem: Unknown

Contracts: Bandit Elimination, Monster Slaying, Contract Killing, Espionage

A shadowy group of adventurers from the far east, the Shinobi are a strange group that are shrouded in mystery and shadow, very little is known about the group except that they all come from the Eastern Nations.

They use a series of techniques and methods that are known in the East as Shinobi an strange classification of warrior that uses stealth to conduct themselves. And the Shinobi Party are similar in regards, when they have shown themselves they've taken a variety of jobs and have always completed them in utter secrecy, they return claim their reward and then leave without saying a word.

The members of the Shinobi party are also known for their equipment, supposedly their armour and clothing is more about speed, manoeuvrability and precision that it is about Protection. The Shinobi prefer to use speed, stealth and surprise to fight, even the jobs and contracts they take are conducted in the same method. 

For the Shinobi are known for taking the type of contracts and jobs that most others are cautious about, jobs like spying on people, sabotage and even assassination.

                                                                                              

The Bloody Swords:

Prime area: Kingdom of Ang'Los, Av'Olian Empire

Guild Class: Gold Class

Code: Blood does not bind us

Party Emblem: A red Sword

Contracts: Bandit Elimination, Monster Slaying, Merchant Escort

Formed from former soldiers of the Av'Olian Empire and the Kingdom of Ang'Los, the Bloody swords consider themselves a brotherhood, tied not by blood but by bond. 

The members of the Bloody swords are all former soldiers that have fought for either the Empire or the Kingdom in the past,  but all of them are from the regions that they generally operate, so either the Kingdom of Ang'Los or the Empires eastern Provinces. 

This means that despite their appearance they are in fact some hardened fighters and capable adventurers that can handle themselves in a variety of situations. Whether it be against man, beast or monster, the Bloody Swords are ready and capable of facing them all.

In the Eastern Province of the Empire and the Kingdom of Ang'Los, the Bloody Swords are well known and respected by the different branches of the Guild that are found in each of the cities of the Kingdom and Eastern Province. As well as that they are also sometime regarded as expensive to hire, since they are of course among the top class of Adventurer Parties. In their case achieved from years of hard work across the Region which has earned them the right to rise in the ranks.

                                                                                              

The Broken Swords:

Prime Area: Varies

Guild Class: Steel Class

Code: Gold is all that matters

Party Emblem: a broken sword

Contracts: Mercenary work, Bandit Elimination, Monster Slaying, Escort

Considered the black sheep of the Adventurers guild, the Broken Swords were looked on as the worst of the worst, mercenaries that were willing to do any job as long as the price is right.

They had no morality or concern of what it was they were doing, they have willingly taken on mercenary work for nations and lords in conflict as well as even taken on jobs that could only be regarded as Criminal. For instance is was suspected by the Guild that the Broken Swords had taken part in a presumed Bandit attack that caused the death of an important nobles son and heir.

Though they were known for taking normal adventurer jobs, the different branches of the Guild in the west often posted notices declaring that the Broken Swords were not allowed to either rent rooms within the Branch or even simply sit, rest, relax, drink beer or even have a bite to eat inside. All because the Broken Swords were credited with a number of drunken brawls and fights within these branches with other Adventurers, often leading to the other side receiving bad injuries.

The Broken Swords however are now class as Deceased, as evidence was uncovered that they had taken part in the brutal attack and sacking of the Town of Anari, during which they were suspected in the Rape and Murder of Empress Helena Morana's Daughter, the same daughter who had relinquished her right to the Imperial Throne. 

Following the attack, the Broken Swords disappeared only to suddenly reappear, at least partially with their heads, hands and genitals arriving in boxes at the Imperial Palace. 

                                                                                              

Organisations:

                                                                                              

The Shadow Guild:

Strength: Unknown

Purpose: Unknown - Anarchy, Order, Peace, War

A complete mystery and believed by many to be nothing more than a story, there are a great number of tales and stories in regards of the so called Shadow Guild. Its not even certain if the group exists and if it does, if the name is real.

According to those who believe in the group, in recent years various events have been carefully orchestrated by the organisation to bring about a time of Anarchy and Chaos. According to their theory, they are the ones that created the Triumvirate Alliance, ignited the Djaran Rebellion, the Assassination of various nobles and political figures, the fall of Alexandria, the Morgause Rebellion and those are just recent events. 

Though there are many theories on the Shadow Guild, no one has ever properly identified the validity of its existence, as said its believed to be nothing more than a story meant to frighten people. Add on the fact that no one knows for certain what the supposed organisation is working towards, which divides those that do believe in the Shadow Guild.

Some think they are a group of Anarchists seeking chaos in the world, others believe that they seek to instil order through the creation of Chaos, some say that their long term goal is peace others say war. But no one knows for certain.

As already stated, no one can even be certain that the Shadow Guild even Exists.

                                                                                              

The Av'Olian Imperial Praetoria

Strength: 2'500 Praetorians

Duty: Protecting the Ruler of the Empire and their family

An ancient order, the Imperial Praetoria were formed with the birth of the Empire itself, upon the crowning of the first Emperor.  There sole duty is the protection of the Imperial Family and the Palace, it is their duty to be ready to wilfully sacrifice their lives to protect the Emperor of Av'Olia and ensure the continuation of the Imperial Line.

In order for one to join the Praetoria there is only two clearly distinct paths, the first is in a Legionnaire of the Empire showing gallantry and devotion to the Empire, in which they are offered the chance to join the Praetoria as a reward. Or one could be recommended to the Praetoria by the Commander of the Praetoria themselves, usually this is because they have recognised the skills and abilities of an individual and wish to see them as a member. Regardless of how though it is the prerogative of the reigning ruler of the Empire to decide who has the right to join the Praetoria. 

And even then just because someone has joined doesn't mean they will succeed, for upon entry into the Praetoria, new recruits are put into a vigorous training regimen that a considerable number fail to meet. If 100 recruits underwent the training the average for passing is less than 12. Those that fail are relegated into support roles, though they still have the honour of being a member of the Praetoria, they are only permitted to take up arms in emergencies. Such roles can include, coach drivers, cooks, clerks etc.

For those who complete the training and become full members of the Guard, they are regarded as the pinnacle of the Empire, the Strongest, Brightest, Toughest and most loyal Imperials and a beacon of honour, duty and loyalty. They are given comfortable barracks within the Imperial Palace quarter of the city, receive hearty meals, wear the best armour and wield the best weapons.

But they are also the most disciplined soldiers of the Empire, some former members were stripped of their privileges and place for the tiniest infractions, supposedly a Praetorian was excommunicated from the Order for falling asleep whilst on guard. Another was Excommunicated for sitting on the Imperial Throne, only a goof and a joke, but to the Praetoria such is considered an intense act of disgrace and disrespect.

Despite this discipline however that doesn't mean that a Praetorian is in the Order for life, many have wilfully retired after several years of service and since they were Honorary retirees it meant they would receive a Pension from the Imperial Palace as gratitude for their service. Some have even voluntarily left the Order by their own request, according to some sources, one Praetorian surrendered his place in the Order after falling in love with the Crown Princess and heir to the throne, the two gave up their place so they could be together.

There are even traditions within the Praetoria as well, elements and rules that are rigorously enforced to ensure that its members do not under any circumstance be in a position that can threaten the Ruler of the Empire. Such as the tradition and law that dictates that no member of the Praetoria is allowed to have a family, their loyalties are solely to the Ruler of the Empire, they are not allowed to marry or have children, if they do then they are required to stand down. This is to prevent a member of the Praetoria from being in a position where they are forced to choose, do they protect the Ruler of the Empire as their duty requires or protect their family.

In recent years, the Praetoria has doubled its efforts in protecting the Imperial Family, with the number of members protecting the Empress and her son the Heir to the throne being tripled if not quadrupled. The cause for this was said princess being murdered during the sacking of Anari, since the Prince is the sole heir to the Throne of the Empire, they are not taking any chances.

                                                                                              

The Voiceless Defiance:

Strength: Unknown

Goal: Overthrowing of Human Domination

A group comprised mostly of Kanites (Elves) but does also include some Kayless and even a few humans, but are predominantly Kaninte due to their ideology, the Voiceless Defiance is depending on whom you ask, are either.

-Kanite nationalists

-an anarchist terrorist group

-an group of criminals disguised as Revolutionaries

-a group fighting for equality

-political extremists

-dangerous dark magic users

-ultra-nationalists

And more, the group serve a singular goal that they see as righteous and just, to them the Kanites or the "Elves" are a shadow of their former selves, in ancient times the Kanites were a mighty empire in their own right and were not tied down to a small group of broken islands. They seek to restore the Kanites to their former glory and renew the old Kanite Empire which according to excavations of ancient sites showed that their empire consisted of a number of cities on all of the continents that touch the sea of Kala'Scell.

In the city state of Kana, the Voiceless Defiance are more of a political party and organisation advocating that their nation should become entirely independent and rebuild to its former glory rather than rely on Human nations to survive. Such a belief has gained them an vast following, but many human nations see the group as dangerous, as the Voiceless Defiance have been linked to various acts across the world that are regarded as acts of terror, criminality and destruction.

Such acts have included fires, murders, attacking merchant caravans, assassinations, even magical bombings. Officially speaking the City of Kana disavow the attacks and even have handed over members of the Defiance that had a hand in the attacks, however many within the hierarchy of the city allegedly support the Defiance and are even members of the movement, providing funding, safe houses and information. Though proof is very hard to come by.

                                                                                              

Important Conflicts:

Throughout time there have been all kinds of conflicts that have ignited and caused much turmoil for the world and often it has always come about from greed, ambition and corruption and it guranteed to bring about unwanton death and destruction for the innocent who are always caught in the middle.

                                                                                              

The Unification Wars: 3'700 years ago 

Centuries before the Av'Olian Empire, the Peninsular that is the heartland of the empire was embroiled in constant squabbles between the city states that predated the nation that would go on to become the Empire. 

These cities were not as extravagant as they would later become or even as prosperous and populated, if anything, the future capitol of the Empire barely had around 10,000 people living within its walls, quite a distance when compared to the modern estimate of around 1 million. The City Av'alon that would become the political heart of the Empire was caught in and among the other cities and so was constantly having to fight off invasions by its neighbours who like them were seeking control of the peninsular.

This wasn't an era of great battles between tens of thousands, but fights between a few hundred at the most, as during this era of time, no nation could really field great armies not just because of the limitations of their population. But also because of the limited ability of supply required to field and maintain such armies, there were not vast stores of food beyond the cities to supply armies and keep them fed, there were not a large number of forges making the weapons and armour in quantity and quality that could be used by such large armies.

Fighting would go back and forth for hundreds of years as each of the cities attempted to gain power over the others but never able to do more than gain control over some small pieces of a region only to lose it later. Until finally the city state of Av'alon was able to gain the foothold that enabled it to field a proper army which managed to systematically conquer the other cities. Even when the few city states left came together to try and repel the growing power of Av'alon they couldn't match the new military power of the city.

It was around this time that the first Av'Olian Legions were formed to protect the newly unified nation from outsiders and foreign powers. Legions that eventually enabled the small Av'Olian Kingdom to become a full fledged Empire that would go on to dominate the west for nearly 3,000 years.

                                                                                              

The Imperial Civil Wars: 3'000 - 300 years ago

The growing power and prestige of the Empire did not bring a time of eternal peace and prosperity for its citizens.

The powers of various positions and roles within the Empire including the crown of the Emperor/Empress lead to a great amount of jostling for power and authority. Usually this was brought on by political machinations including assassinations in order to obtain influence and power within the Imperial Senate, scandals caused feuds, feuds caused fights in the streets. 

The belief that some had a greater right to the Imperial Throne caused a number of coups and mutinies within the Legion and this has caused a number of brutal civil wars that have fractured and divided the empire to the point that at times instead of the Empire divided between one or two. Some lead to the Empire being divided three ways and once even into five.

By this point the Empire had by far the largest military force in the west, this meant that when battle began the death toll was on a scale that had never been seen before, tens of thousands were killed in the battles between wannabe Rulers.

It was this age that saw by far the bloodiest conflict the Empire has ever faced which included the largest battle ever experienced in recorded western history, the battle of Phisara was the final battle of what is now referred to as the Great Civil War, between two contenders to the Imperial Throne, on the one side was the son of the late Emperor, Aetius and on the other his cousin Attilus.

The war began when the two cousins began vying for power when Aetius' father Demitius fell ill and it was feared that he would succumb to the illness that had left him bedridden. Aetius was the favoured choice for the throne as he was popular among the reformist members of the Senate as he had the ambition of bringing reforms that were in his mind required for the continuation of the Empire. His cousin Attilus however had a following of traditionalists most notably among the wealthy and nobility who felt threatened at the prospect of reforms.

The dispute became more aggressive upon the Emperors death, by right, law and tradition Aetius was the one to ascend to the throne. However Attilus garnered enough support to challenge his cousin for the right to rule but such arguments did not achieve the needed vote of the Senate to see the vote of no confidence go through, so Aetius was crowned the Emperor. With this option gone, Attilus left the capitol of Av'alon and went to the Western and Northern Provinces, there he mustered his supporters and rallied a total of 16 Imperial Legions to his cause, they crowned him the rightful emperor and began attacking the cities that remained loyal.

This lead to the Senate under Aetius issuing a state of emergency within the Empire, calling up the reserves which enabled them to amass a far larger army. But such a force would take time to muster and organise, but this did not mean that Aetius was patient, he ordered the Imperial fleet which remained firmly loyal to him to blockade the ports controlled by Attilus. This caused shortages most notably of food since the provinces that served as the Empires "Bread Basket" had remained loyal to Aetius, so it limited what Attilus could do. 

Fighting between the Cousins went back and forth for nearly 3 years but finally came to a head upon the fields of Phisara, here for the first time the combined armies of both sides finally met in open battle. Both sides knew full well that this would be the deciding moment for the conflict, if one side lost the battle then it would only be a question of when they lost the war totally rather than a question of if.

The battle saw a total of 20 legions of Aetius facing the 16 legions of Attilus in total close to 216,000 men, Though Aetius had the numbers, Attilus had the more veteran legions that had hardened themselves fighting Rhoynar tribesmen and Northern Barbarians. 

The battle lasted nearly 3 days, with both sides fighting almost from sun up to sun down, only ending when the Aetius forces gained the advantage and forced the Attilus forces to route. It is recorded that at the end of the battle, the field in which it was fought had more corpses than a grave yard with nearly 190,000 men being killed and remains to this day known more commonly as the Empires Graveyard.

For nearly 3,000 years the Empire enjoyed times of peace, expansion but also constant strife, there were the Civil Wars within the Imperial Hierarchy, some rebellions that were quickly put down and internal squabbling. On its own this did not bring about the Empires end, but caused it to weaken.

The constant squabbling within the Empire eventually lead to certain regions being neglected and forced to take matters into their own hands to try and protect themselves. It also allowed for economic ruin to fall upon other areas which allowed others to rise to prominence, all of which weakened the Empire to the point that when provinces, regions and even individual cities rose in revolt the Empire was unable to react and had no choice but to slowly pull itself back in order to save itself from complete collapse.

                                                                                              

The Anglos Wars: 400 Years Ago

Around the time of that saw the last of the Imperial Civil Wars coming to a close, this did not mean a time of peace for the Empire. For the constant fighting had lead to a number garrisons in certain provinces being stripped of their soldiers, which meant that law and order within those provinces was quick to decay and the lives of the citizens within that region began to become more and more dangerous.

With the imperial garrisons severely depleted to the point that some forts and castles along the borders were abandoned because they could not properly manned, for instance one particular castle was built to serve as a base for nearly a thousand men but at this point it had barely a hundred, so it was abandoned despite the fact that it guarded access to the the lands now the Ang'Los Kingdom from the wild north.

This lead to a number of nobles within the region to start amassing their own forces in an effort to protect their lands from the monsters and barbarians that were seeing the Empires weakness. Eventually these hundreds of nobles came together under the leadership of one of five powerful lords that began carving the lands of Ang'los for themselves.

These included:

-The Pendragon Family

-The Morgause Family

-The Beringer Family

-The Leveau Family

-The Lanceral Family

Seeing the trouble that was tearing the lands of Ang'los apart, the Empire already having to fight a major rebellion in the Blen'Darin lands could not afford to send troops to Ang'los to restore Imperial rule and so the Senate begrudgingly decided that since the region was of no importance to the Empire, it could be allowed to rule itself.

This only made matters worse in the region as the five families believed that they were merely holding the line until the Empire could send back the Legions that had enforced order for centuries. With the knowledge that they were now fully independent, there was now no rule or government in Ang'los, this immediately caused a fracturing between the five noble families, who began turning the regions they protected into small kingdoms and declared themselves the Kings of Ang'los.

Over the course of two generations, the five families fought each other to a standstill, it wasn't until Bruta of the Pendragon family and King of Camelot managed to soldify himself as the King of Ang'los through conquest and political marriage, he married the princess of the Morgause Family whilst he had his son marry the heir of the Lanceral Family. The rest of the families he managed to subjugate over the course of his life through direct military conquest.

In a formal ceremony in throne room of Camelot, Bruta Pendragon was crowned the first King of Ang'los and all lords, nobles and knights from across his new kingdom swore their perpetual allegiance to the Crown.

                                                                                              

The Blen'Darin Wars: 400 Years Ago

Around the same time as the Ang'los wars, the region of Blen'Darin rose in open rebellion against Imperial Rule, the region was a very wealthy place and the nobles rallied around the most powerful of their Regional Nobles, the Lord of Belleveire, Anriun Darin. 

He garnered enough support to see him crowned the King of Blen'Darin and declared the lands of the Blen'Darin to be a free and independent kingdom. This caused absolute chaos within the Imperial Senate as the region was a major cash crop for the Empire, the wealth not just in taxes and revenues but also the trade in goods from Blen'Darin meant that if the rebellion was not put down swiftly the Empire would certainly face total economic ruin.

So in response the Empire launched a series of attacks to put the rebellion down as quickly as possible, 4 legions totalling 20,000 men were sent from both the Av'Olian Peninsular as well as the western Provinces to crush the rebels. 

But the Blen'Darin rebels managed to push back every legion independently, first by denying them the chance to link up and form a single force and then facing them one at a time. This meant that instead of the Legions having the advantage in numbers, they were the ones outnumbered when battle began. Plus the landscape worked in favour of the Blen'Darin, as the Legions moving from the Western provinces had to first cross mountainous regions and then cross a major river which was defended by the Blen'Darin rebels.

Fighting went back and forth for a number of years with the Imperial Legions struggling to gain the much needed foothold in the region to truly start putting down the rebellion. The rebels however found it much easier to face their enemies as they were fighting on home soil, most of the population supported the cause and provided help when they could, this meant that whilst the Legions were glued to their supply lines that were constantly harassed by Blen'Darin mounted knights. The Blen'Darin army could move more freely as they could get food and materials from the local populace. 

Plus the Empire was facing trouble in other areas which meant that unlike in previous ages, they couldn't field their once mighty legions, four was the best that they could send to face the Blen'Darin and at the time that was pushing it. The Empire was facing troubles to the east, problems in the west and even open rebellions on the Peninsular, so they couldn't send reinforcements to support those troops present.

Eventually the legions were able to link up properly and form a singular force, but this was not in the eyes of the overall commander of putting down the Blen'Darin rebellion to be a good thing. In his own words, "I have four weakened, demoralised, undermanned legions that are tired from years of fighting suffering from malnutrition, 20,000 men in total, but only half of that number are ready to fight".

This was followed by a singular battle that changed the conflict entirely, the Blen'Darin army challenged the Imperial legion in open battle, but the Legions were easily defeated, the Blen'Darin deliberately chose a battlefield where the spring rains had caused it to become a quagmire, muddy and slippery not the kind of place for heavy infantry tor cavalry, and despite having mounted knights, the Blen'Darin held back their heavily armoured knights and focused more on lightly armoured foot soldiers. When the legions advanced they couldn't maintain formation in the mud and water, and very quickly broke down which allowed the Blen'Darin to tear them apart piece by piece.

The Legions heavy cavalry was just as worthless in the fight when the commander attempted to use them to turn the tide of the battle, but the horses got stuck in the mud and the men riding them were thrown from their backs when their horses slipped and fell. Once again the Blen'Darin made easy work of the once famed, invincible, Imperial Legions.

The legion was forced to withdraw entirely to lick its wounds. Although a ceasefire was signed between the two sides, conflict would start up again followed by a second ceasefire and then another open war. All ended the same way, the Legion would gain some early victories in securing a foothold but then broke down when the Blen'Darin launched a counter attack.

Eventually the Imperial Senate and Emperor had no choice, they were forced to accept that Blen'Darin was a free and independent Kingdom. 

                                                                                              

The Bellanorian Independence: 400 years ago

Bellanor is a major city and through its history has been a focal point for economic advancement, the city itself was a key merchant city with a huge natural harbour that could easily host over a hundred ships at once. This wealth gave power to the city and later would give the incentive for the city to rise up and seize its independence.

Their opportunity came when the Empire was distracted, the Blen'Darin were in rebellion, the Ang'los were in chaos and the once mighty legions were spread thin. The Bellanorians recruited an entire army both of local citizens as well as mercenaries all of which were outfitted with the best armour and weapons money could buy and the Bellanorians had plenty to spend.

When the rebellion began, the city of Bellanor itself was taken without a fight, since the city was a place that served as a mercantile and economic hub there was no real military presence. The huge docks and harbour didn't even have a naval yard for the Imperial Fleet, so the local garrison which was always small and made more so by the recent conflicts meant the garrison had been depleted even further and the Imperial Governor had recruited from the local populace to reinforce the depleted garrison.

When the city fell, the Empire was shocked as there had been no expectation of a rebellion from the city, worse there were no legions within any proximity to challenge the rebellion, this meant that the Bellanorians were able to quickly take more and more territory first in the cities to its east and then further into the Peninsular. A number of cities were caught unawares by the arrival of the Bellanorian army thinking the fancy dressed and well armed soldiers to be that of the Imperial Legions. 

Some even opened their gates expecting to welcome the Imperial armies, only to try and close them again as the Bellanorians charge through and seize control. In just a matter of months the Bellanorians and their new Republic had carved out a nation of their own with cities along the eastern coast of the Angar Sea.

The Situation was so severe that the Empire was unable to properly react and was forced to accept a peace treaty on the Bellanorians terms. Whilst a number of cities that wished to return to the Empire were allowed to do so, the Republic made clear that such cities were to be autonomous vassal states rather than actual territories of the Empire. In exchange for this as well as the acknowledgement of the Republic of Bellanors independence, Imperial merchants would be granted access to the markets and harbours of the Republic which would enable trade to flow again.

Since then the Empire and Bellanor have maintained a peaceful relation, the Republic not wanting to threaten its cash flow from a powerful neighbour that had markets in other regions and the Empire wanting the same since through the ages, the city of Bellanor has remained a major economic hub in the west with every nation that has access to the sea of Kala'Scell having their merchant ships visiting.

And since their independence, the Republic has yet to face a major conflict, after all they are the wealthiest nation in the west, they can pay for huge armies of mercenaries, the best weapons and armour and can very quickly cut off trade to those who oppose it.

                                                                                              

The Rise of the Sultara Empire: 100 Years Ago

Coming from the east, the Sultara were once horsemen who were more akin to small time warlords on the fringes of the Av'Olian Empire, this was soon to change though as the Sultara began to see the prestige and power of the Empire begin to whither and wane.

Seeing an opportunity the Sultara launched a major invasion into the territories of the Empire laying claim to large swaths of land and all within. Quick to adapt and evolve, the Sultara that launched this invasion were very different from their nomadic ancestors, for back then when they attacked the Empire it was in the hope of plunder and slaves. 

Now though they were systematic and organised, instead of just bypassing fortified cities, the Sultara laid siege with all the means of doing so, they built siege towers, battering rams and even catapults and trebuchets to hurl both rock and fire beyond the defending walls.

There method was clear and precise as it was brutal, when the Sultaran armies approached a Imperial controlled city, they would send an envoy, the terms would be simple. If the City opened its gates and surrendered then the people within would not be harmed in any form, but if they refused then the gates would be smashed down and the city sacked, with no quarter being given. During the early years of the Sultara Empire, this was not believed but after rumour spread of numerous massacres being committed by the Sultaran Armies in which even women and children were slaughtered, no one made the decision lightly.

In just a matter of a few years, the Sultara had carved out a new Empire in the east, with their former Warlord declaring themselves to be the Sultan of the new Empire. Their power and swiftness of their invasion even came to the great city of Constantine a major city in east and the anchor for the Silk trade road to the east. With such an important city in its grasp the wealth that soon came to the new empire through taxes and tariffs for trade goods coming in from the Silk Road enabled them to grow even more powerful.

Their armies became even more organised, disciplined and structured so much so that they deemed their Janissaries, the Sultan personal bodyguard to be more than a match for the Imperial Legions and such was proven true in numerous battles between the Empire and the Sultara. By the time the Sultara were forced to halt their expansion, the entire Imperial Province in the east had been taken by them and reformed to their culture and laws.

And the only reason the Sultara were halted was because the Imperial Legions were able to reform, reorganise and regroup which enabled them first to halt Sultaran Expansion then start the process of pushing it back. These days the Sultaran and the Empire have a tenious peace, the Sultara recognise that the Empire has managed to regroup and is no longer the weakling it had been when they started their own empire.

                                                                                              

The Wars in the East: 50 Years Ago

So instead the Sultara began looking elsewhere for conquest and it was an easy choice, the Kingdoms and nations that came about from the Empires decline were easy options, their first target would be the Principality of Val'Ast which it believed to be the weakest.

Which it was, since most of the Principalitys' military power was more about defending its mountainous northern border from barbarians and monsters, the southern regions which were more open and flat was not as well defended. So when the Sultara attacked, the small Val'Ast army was easily scattered.

Over half of the Principality was quickly taken by the Sultaran forces, fearing total defeat, the Prince of the nation at the time, Prince Halbrach sent messengers to nearby kingdoms and nations for aid. He sent a messenger to the Devarn, Ang'los and even the Empire, though only the first two promised to come and help since they recognised that if the Principality fell they would likely to be the next targets.

It was hoped that the combined armies of all three might be able to repel the Sultaran armies and push them back. But it would take time for the Ang'los and Devarn to amass their forces, Ang'los having powerful infantry and the Devaran being master horsemen, then the matter of combing the two armies to then come to the Principality to help.

During this time, the Principality pulled back what was left of its armies to a major fortress on the banks of the Danuba River, this great fortress was a major point of defence for the nation as it literally at on the only crossing of the river capable of allowing large armies to cross. So its defence would be pivotal.

For nearly 4 weeks the Val'Ast held out in the fortress, they didn't not struggle for supplies as the fortresses placement allowed for food to reach the defenders from the northern side of the river whilst the south was held by the Sultara. 

Then word finally came.

                                                                                              

The Battle on the Fields of Beruna: 45 years Ago

Just as the Sultara finally managed to breach the fortress gates, a loud horn echoed across the plains, following by the loud thunderous noise of thousands of hooves upon the ground. Though Devarn could muster an army of nearly 20,000 men the short time to prepare themselves and ready their forces meant that its young King Erik the 3rd had only come with around 6,000 mounted warriors.

With the arrival of a new army on the scene, the Sultara withdrew from their main attack on the fortress to face the new enemy, but as the Devarn cavalry launched their charge from the south, the Val'Ast within the fortress charge out from the broken gates in a surprise counter attack.

The battle was fierce and was to an extent on the side of the Sultara who despite being fighting on two fronts was slowly managing to push the Val'Ast back, though the Devarn cavalry was causing havoc breaking through their hurriedly formed lines, the Devarn were still outnumbered.

But then a second round of horns came through the sky, as this time from the west, Ang'los banners were seen coming over a nearby hill. King Uther of Ang'los had come with a large army of 22,000 men the most he could muster and prepare, he immediately ordered them into the fray and they charged down the hill into the battle below.

Now caught from three sides and with the numbers switching the three enemies, the Sultara were unable to reform themselves and after an entire day and night of constant fighting, the Sultaran army withdrew. It is said that the fields of Beruna were field with the bodies of the dead, approximately 3,000 Val'Ast, 2,000 Devarns, 6,000 Ang'lons and near 12,000 Sultarans were killed in the battle, some accounts state that it took the combined three armies, nearly 4 days to clear the field of bodies never mind tend to the many thousands of injured.

The Battle of the Fields of Beruna was a turning point in the war, for days later the Sultara sent an envoy to the allies requesting for negotiations to begin for peace.

                                                                                              

The Triumvirate Alliance: 45 Years Ago

However the three victorious allies recognised that the Sultarans were not going to stop anytime soon, the understood that this peace was likely to be a temporary one. So the three rulers came together and pledged themselves to a new alliance.

The Triumvirate Alliance as it became known as or just the Triumvirate was a fully formed Defensive Alliance of the three nations, it dictated that if any nation not just the Sultaran Empire attacked any one member, the other two were required to send aid both in the forms of military strength and relief in food and medicine. Upon its signing, copies were sent to all nations in the west to make very clear that the Triumvirate was a firm and determined pledge.

Some have recognised that the near 50 years of peace between nations in the region has been because of the Triumvirate, though these three nations had in the past fought each other, they had finally put aside those squabbles to defend the sovereignty they all had earned.

                                                                                              

The Sacking of Anari: 6 Years Ago 

A few years ago the Av'Olian empire was wracked by a sudden and brutal action that caused untold sadness and despair across all walks of life.

After Princess Sibylla, the daughter of the Empress and the rightful heir to the Imperial throne decided that she desired to step down so that she could be with the man she loved. Upon understanding that the pair truly did love each other and desired more than anything to be together, the Empress agreed and allowed for her daughter to step down, however instead of giving up all nobility, the Empress made her daughter the lady of a fortified town near the river Asarun, close to the Imperial border with the Kingdom of Blen'Darin.

The region was known for being peaceful and calm, with the lands around the town being fertile and pleasant enabling the people to live lives of peace and plenty. The town was prosperous and its residents lived pleasant lives never once having to worry, when the word came that the Princess was now the liege lady of the town, the residents were ecstatic with a large celebration on the day of the arrival of the Princess and her new Husband.

For a number of years, the town grew in prosperity more than ever, the loving attentiveness of the Liege Lady as well as the honourable nature of her husband meant that any trouble in the region were swiftly dealt with. The lady Sibylla ensured that those in need were cared for whilst her warrior husband lead the garrison to properly keep the peace and ensure that any dangers were kept far away.

Anari became a beacon for the rebirth of the Empire, however this came to a sudden and extreme end, during the early hours of the morning, a huge host of barbarians, mercenaries and even an Adventurers party, the Broken Swords, began a surprise attack on the fortified town. 

Beginning with a swift artillery attack consisting of trebuchets and catapults, the defenders under her ladyships husband put up a desperate effort to buy time for a carrier pigeon to be sent to the nearest Imperial Garrison for help. For a number of hours they managed to hold the walls, using ballista to destroy Siege towers and pushing the ladders from the walls, but when the gates were broken any chance of surviving the attack was lost.

The attackers numbering in the hundreds managed to easily overwhelm the town garrison with the entire town being set ablaze in the "Orgy" of destruction, hundreds were murdered including the Princess Sibylla and her children, the records say that her husband had died trying to defend his family.

When a relief force finally arrived, they found the town still burning and bodies scattered everywhere, the cobblestone streets were drenched in blood from the hundreds that had been murdered. One account states that some soldiers fell incredibly ill at what they were seeing, some feinted, some even refused to go back into the town to carry the dead for burial.

The remains of the Princess and her children were taken back to Av'alon for ceremonial burial in the Imperial Crypt alongside their ancestors, the entire Empire entered a state of mourning for their lost Princess with many then demanding that action be taken to find those responsible.

In the years that followed, some justice was done as the Barbarian tribe responsible alongside the mercernaries were all killed by Imperial Forces under the direct order of the Empress. The Broken Swords adventurer party disbanded and scattered though some went into hiding as one by one its former members were found brutally murdered with body parts missing.

                                                                                              

The Djaran Rebellion/ The Sala'Dan Jiihad: 5 Years Ago

The south eastern province of the Av'Olian empire had always been somewhat different when compared to the rest of the Empire, as the region being so far from other provinces meant that efforts to change the Djaran Region to fit the Empires image elsewhere. Despite this though the region was of great importance to the Empire as the fertile lands around the massive river that ran through it provided most of the grain that fed the entire empire.

The people of Djara were more than allowed to continue their cultural beliefs and religious practices, since they were in effect the Empires bread basket, no one wanted to threaten putting the grain supply at risk of either falling short or being cut off entirely. That was until the corruption within the Empire brought a new Imperial governor into the region, this man was entirely driven by his own greed and belief that since he was from Av'alon that meant that he was better than the Djarans.

He implemented a series of taxes and tithes upon the populace which made life exceedingly hard, the prices of everyday goods and necessities got higher and higher whilst the wages remained firmly in place. The excuse for these was that the Empire needed to rebuild and do so it needed funds but in truth as it was discovered following his death, he was taxing the province for his own personal greed and luxurious lifestyle.

This heightened tension but the final straw for the Djaran people was that their ancestral beliefs their worship of the Djinn Spirits was outlawed by the Governor as he felt the Djaran should accept the Church of the Faith that was the main religion in the Capitol. This was the prime reason for a influential leader among the Djaran people to rise in open rebellion against the Imperial reign in their ancestral lands.  The rebellion was quick to grow from a simple nuisance for the Imperial Garrisons in the province into a direct threat to Imperial Rule, since tens of thousands of people joined the rebellion and some even went further declaring it to be a holy war.

The Djaran refer to the conflict as the Salah'Dan Jihad, Salah'Dan being an important Djinn in their spiritual beliefs and that it was their will and glory that the war be fought.

With this religious zealotry, the Djaran managed to fight the more organised Imperial legions in battle after battle with several victories, one account from an Legionary officer stated that he considered them suicidal. Fighting got so extreme that eventually the Legions withdrew from the outskirts of the Province and instead focused on defending the provincial capitol of Alexandria and the grain fields along the river.

The hope was that by doing so they could regroup and reorganise for a proper counter attack, but this did not happen as the Djaran rebels began launching attacks on Legion forts and encampments with the now infamous Fedayi leading the charge, the fierce fighters that made up the order causing absolute chaos for the Legionary defenders. Within a few years the entire province except the Capitol of Alexandria and a few other forts and outposts were holding out against the rebels.

Again there were concerns but the same corrupt Governor made clear that this was all part of his plan, he had been telling the Imperial Senate back in Av'alon as well as the Empress that the matter was being handled that the Rebellion was not as bad as it appeared and that the Legion was making moves to quell the rebellion. He even had managed to disguise the fact that most of the Grain fields had been taken by the Rebels and as such ensuring that the grain supply to the rest of the empire was maintained, he did so by sending the grain stores in the cities like Alexandria and taking every grain of wheat and barley from the fields still under Imperial Control.

For the Legionary commander however this was not the truth, his forces which were primarily a single full time legion and local garrisons, both of which were depleted and demoralised from months of constant fighting not just the Rebel army but also the skirmishes and guerrilla warfare attacks by the Fedayi.

But because the Governor was from a prominent family it eased the tension in the Imperial Capitol and to an extent the Legion but this was quick to end. When the Djaran formally crowned the one who had started the rebellion and had lead them to be their first true king in nearly two thousand years, this meant to many back in Av'alon that maybe the Rebellion was more than just a trouble for the grain supply.

Then the final strike came when the Djaran Armies amassed and launched a major offensive which proved their capabilities in siege warfare, though they had taken cities and towns none were properly fortified with stone walls. But then they took the city that hosted the main grain store for the entire Province, they did this by using all kinds of siege weapons that they had not used to date, including, siege towers, battering rams and even trebuchets.

                                                                                              

The Fall of Alexandria: 4 Years Ago

The fact that the Djaran rebel now had siege weapons meant that no where in the province was safe from there "Jihad", even the provincial capitol was in danger of coming under attack. This was the final straw the Imperial Senate who demanded answers from the Governor about what was happening and were even contemplating sending a replacement governor and reinforcements to the province.

But before the decision could arrive, word came by carrier pigeon that the city of Alexandria was officially under siege, meaning that the Djaran had become so powerful that they could openly attack the largest city in the region. Worse still the Imperial Governor, the same person that had caused the rebellion to begin with was found assassinated, missing his head and hanging from the gates of the Governors palace in the city.

This caused chaos in the city as there was no proper authority in the city except the military commander who technically didn't have the authority to take on the Governors place without permission of the Senate which wasn't coming soon enough. With trebuchets, battering rams and siege towers as well as their religious zealotry was enough for the Djaran to break through the defences of the city and quickly overwhelm the remnants of the Imperial Legions within the city.

According to some sources, it took just a single night for the Djaran to break down the gates of Alexandria and then surge through the city and quickly remove the last vestiges of Imperial rule in their land. 

Following this victory, the Djaran declared themselves to be a free and independent Kingdom, some nations were quick to recognise it as such mostly because they hoped to see the grain flow once again. And once the crimes of the Imperial Governor came to light, the Imperial Senate realised that it was at fault for the loss of such an important province, and Empress Morana deemed that for the sake of the Empire, the Kingdom of Djinn must be recognised as an free nation to try and mend the bonds between the Empire and the Djaran again in the hope of seeing the grain convoys to sail once again.

                                                                                              

The Morgause Rebellion: 3 Years Ago

Not long after the death of King Uther Pendragon the King of Ang'los a succession crisis was swift to follow with two possible heirs presenting themselves, the first was the rightful heir being the Crown Prince Arthur Pendragon but also the Lady Morgana of the Morgause family. 

Though Arthur was crowned as he was by law and tradition the rightful King by right of blood as he was Uthers son and heir, the Morgause family were still unsettled as they felt that their right to the throne was being overstepped in favour of the untested Arthur. Despite Arthur having proved himself to be a capable warrior and diplomat some questioned whether he had the ability to rule, whilst the Lady Morgana had governed the lands of the Morgause family effectively for a number of years.

But Arthur achieved much support by repealing a number of laws and taxes that were imposed by his father to strengthen the military power of the Kingdom, but Arthur felt that the needs of the nation were more at home rather than in the growth of its armies. This garnered him much support among the populace as these same laws and taxes had meant that life was kept hard for a number of villages and townships which struggled when times grew hard.

Again though the Morgause family felt that such plans were a danger to the Kingdom, so much so that they began rallying supporters to remove Arthur from the Throne and replace him with the Lady Morgana. A number of nobles joined the movement, eventually gaining the support of nearly the entire north of the Kingdom, with this support they made their intentions known, they made sure that all their supporters signed the so called Morgause Pact, which made sure that all those who signed were firmly in the plot, in essence no turning back.

Sadly not long after the pact was signed by its signatories, the lady Morgana made clear her intention to see King Arthur removed from the throne and the crown to be hers. She rallied the levies of her lands and that of her family to the Morgause Castle where she intended to rally all her supporters who had signed the pact. Sadly for her servants loyal to the King had stolen the pact and gotten it to Camelot. 

Arthur was quick to act in reacting to this rebellion to his rule, he ordered the Royal Ang'lon army to muster and march at once, the main force of 10,000 men mustered around Camelot and then marched north to Castle Morgause with more forces joining as it marched. 

The Morgause rebel leadership felt that they had the time to prepare for the Kings arrival for they thought that it was all part of their plan, since they intended to lure Arthur north then face his mustering army. What they didn't realise was that Arthur had called on the army before the rebellion was announced since the Pact had been presented to him by his loyal supporters, meaning that whilst the majority of the Ang'lon army was mustering he already had mustered 10,000 men in preparation and whilst usually armies march out with great fan fare and celebration, Arthur ordered it to march in the dead of night in secret.

And that 10,000 men had grown by the time they approached the Northern regions, many of the Morgause supporters upon seeing a huge host of men marching immediately surrendered as they had expected weeks to prepare for any fighting to begin and had yet to organise their own forces.

In truth the Morgause Rebellion only had a single battle and that was the siege of castle Morgause, where the Morgause family were caught completely off guard by the sudden arrival of King Arthur and his army. Without the combined armies of their supporters as well as their own, they lacked the numbers they had expected to have for when battle came, plus they had not intended for the battle to be a siege.

Whilst they had begun construction of siege weapons, trebuchets, catapults and battering rams, they were preparing for laying siege to Camelot after they had defeated Arthurs army. They had made no preparations for a siege, they had not stocked up on supplies such as grain, nor had they reinforced the defences. So when Arthur arrived on the fields below the Castle with his army that had by now grown to near 15,000 men with all kinds of siege equipment the Morgause were utterly unprepared and in a state of shock.

Despite putting up a desperate defence of their Fortress castle, they had no chance in the end, Arthurs army easily broke through the weak defences and easily took the castle by storm. The entire Morgause family was captured and was taken as prisoners back to Camelot for trial, then Arthur turned his attention to those that had signed the Morgause pact. He allowed those that surrendered to keep their lands and titles but made clear that they would be forever under close scrutiny, but for those that didn't surrender and instead kept fighting despite the rebellion technically being over.

They lost it all, their lands were seized and given to loyal nobles, those that were captured were taken back to Camelot to stand trial for treason and a good many died fighting for a lost cause. The lady Morganse was sentenced to death for leading the rebellion as were other members of her family, those that were deemed not guilty as they had not taken part in the rebellion were allowed to live but were stripped of their nobility and became wards of the Crown.

                                                                                              

The Wars of Warlords: 100 years ago to Present

Since the decline of the Empire in certain regions such as the western Province, the landscape has been gripped by constant warfare as numerous warlords and barbarian tribes vie for power and dominance in their respective regions.

Such conflicts can reach highs and lows with some warlords gaining power within their region only to lose to one of a dozen rivals later, so the conflicts are almost always back and forth. The focus for a number of these battles and squabbles isn't just for control over resources such as mines, farms etc, but more often than not, the real target are the small forts that were constructed by the Empire over the many centuries they controlled that particular region. Although these forts are mostly run down and are no longer really forts but are nothing more than ruined constructs with a keep and some broken walls mixed with newly placed palisades.

They are still defensive structures that have worth in their area, since it is a defendable position allowing whomever controls it to keep control of the territory around it. So they become the targets of the one of several warlords all of whom are vying for control of a territory to increase their own power.

For the most part, these warlords tend to keep their distance from the more organised nations and states as they are able to meet their brutality with co-ordinated military response. Though there are always some that think they are tough enough to pick a fight, mostly on poorly defended villages and towns where they can charge in easy and get themselves some quick plunder and a bounty of slaves.

But such places are almost always along the borders of their respective nation and the people in those areas have grown used to the constant possibility of raids.  But then of course there are some warlords that think themselves even better and try and take on the Empire by launching attacks into Imperial Territories to show how big and tough they are. Of course such attacks are rare and are very quick to withdraw when the Empire sends troops to teach the barbarians a lesson.

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