The Third Avencian Congress- Avencia's ruling body is a congregation of democratically-elected officials ranging modest farmers and shopkeepers to some of the wealthiest landowners and merchants in the country. In Edmark's most hallowed meeting hall of Aventium, they guide and shape the nation according to the demands of the people and the principles of justice and fairness epitomized by the goddess Aventine, a nationalized aspect of the Spirit of Harmony. Working in harmony with Avencia's military under the command of Gregory Warrish, a decorated general with the soul of a humble farmer and the quiet gravitas of a mountain, Congress has managed to lay the groundwork for a remarkable new nation, a democratic nation, championed by the people and for the people, what many dub "The Great Experiment".
Most influential in Congress are "The Founders" who, over the last forty years, exemplified the spirit of the nation. These heroes and heroines will forever be remembered in the history books and include: the affable printer, diplomat, and inventor Benjim Stover, the wealthy lawyer and son of shipbuilders Godsward Wright, the fiery freedom fighter turned equally fiery representative Anita D'Artigo, the passionate mayor and lord-lawyer of Taldare Johan Maddox, the philosopher and political theorist Emiss Madson, keen businessman and investor Axel-Lanx Milton, the former half-elven slave turned liberator Harriet Canton, spy and mistress of disguise Sonia Lambert, and poet and political orator Phyllis D. Chaff.
Aventine (Spirit of Liberty)- Chiefest of the deities in Avencia by a wide margin, the Spirit of Liberty was a profound and ever-present companion to Avencians in their struggles to find independence in the days following Edmark's cessation. She stood beside them against the corrupt officials, enlisted street thugs, and Consortium pressures which sought to overwhelm and undermine the Free City during its infancy. She trekked beside the frontiersman and explorers as they settled the lands forfeited by the Emperor following the Yellow Accord. She inspires Avencia's leaders, keeps their lawmakers honest, and provides both solace and conviction to the soldiers and decision-makers when hate groups, raiders, loyalists, monsters, and dissenters attempt their killing blows. Her likeness is found in every Avencian church and civic hall, a symbol of justice, order, integrity, and protection. Her tenants inspire numerous Avencian groups and a large number of questing knights, hunters, justicars, and lawmen. Her sacred animals are the griffin, eagle, and lion. She is most often depicted as a strong, female figure, sometimes winged, other times blindfolded.
The Archangels of Heaven- Most Avencians pay tribute and homage to the planar paragons of good, the archangels of Heaven. Angel worship has always been present in the region, especially in the late days of the Holy Nors Empire, yet with the founding of Avencia such devotion ingrained itself into the nation's identity and became much more wide spread. Each town and city in Avencia adopted an angel as its patron and protector as follows:
Taldare: Barastis, Angel of Courage
Lionhold: Sophiel, Angel of Empathy
Savara: Samartan, Angel of Strength
Godswon: Raziel, Angel of Righteous Fury
Hawkmoon: Eperiel, Angel of Patience
Ambros: Lathiel, Angel of Knowledge
Griffin's Hold: Ziphek, Angel of Oaths
Forlane: Kistiel, Angel of Unselfish Love
Wesburg: Metaton, Angel of Just Authority
Erinos: Eroel, Angel of Truth
These archangels are celebrated, revered, and invoked during important dealings related to their spheres of influence. Various militia and soldiers have adopted something from their angelic patrons in their names and likenesses. The Razielian Order of Firebrands, for instance, borrow the angel's zealous tenacity in pursuit of gnolls, spies, cults, and the Brotherhood. The Eroelian Quarrelers act as warrior-legates and lawyers-errant in defense of the innocent and underrepresented in the Avencian courts.
Despite the people's endearment, archangels are truly secondary figures under Aventine. In the celestial order, they do not directly serve her, rather the ambiguous King of Eternity (King of Heaven and Hell). However, Aventine still sees fit to exalt them as models of Avencian ideals.
The Scarlet Blades- The semi-secretive order of the Scarlet Blades was originally a single mantle passed down through generations of freedom fighters left with no other recourse than to dawn a crimson mask, take up a sword, and defend the freedoms of the common people by way of roguish exploits. The folk hero plagued Nors authorities for a century, though the days of a single Scarlet Blade ended with Anita D'Artigo. After the Yellow Accord surrendered vast swaths of land to the empire's colonies and satellites, Anita saw an opportunity to use the Scarlet Blade as a way to keep the country honest and its people protected if the law should ever fail them. Yet getting on in age, with an entire nation to cover, she opted to found the organization as it is known today. Scarlet Blades occupy nearly every town and city, still more scattered across the countryside, and while they're by no means an army (couldn't be more than a few dozen, if that), they're a powerful presence in the public consciousness and in national politics. Most see the blades as servants of the people, but some feel their vigilante exploits undermine due process and Congressional law. Thus far, the blades have been tolerable and their actions inherently good and just. Having their leader as a popular member of Congress certainly helps, as well. All know Anita more or less controls the blades, but specific agents are complete mysteries. And you'd sooner get Orcus reciting love poems than Anita D'Artigo betraying even one of her proteges.
The Brotherhood of Man- Hatred is difficult to cure. It lingers, an infection that is passed from parent to child. It festers within new hearts and minds left scarred by the strife, pain, and unfortunate circumstances. The Brotherhood of Man endures into modern day as a clan-based hate group, operating in cells across the region. They are your neighbors, businessmen, merchants, and could be as powerful as landowners and government officials. Perpetrators of murder, arson, and general terror as part of a fanatical pro-human agenda, they are hunted tirelessly by the Scarlet Blades. They meet in secret, backwater places, finding the countryside far more conducive than urban areas. Though very few yet live, the highest echelons of the Brotherhood are said to be populated with the last of the Holy Nors Inquisition, powerful psychics and immoral pseudo-doctors and scientists.
Norsland, or The Old Empire- Forty years ago, the Emperor shocked the world by surrendering the majority of the Holy Nors Empire's holdings back to their native peoples. Known as the Yellow Accord after the shrouded ythlord that crashed the summit, it changed the face of Othyr forever. Tolerna, Liscar, and Citadel were freed from the yoke of the empire. Thrakkis, Avencia, and Izolda were allowed to form in the wake. Imperials retained their ancestral heartland, as well as the eastern stretches of the Soveros Forest reaching to the sea. While greatly reducing the empire's political, military, and economic power, the accord did manage to galvanize the continent against an annihilating foe and produce four decades of relative peace. Some would say it was worth it. Others would not...
Surviving as Norsland, also referred to as The Old Empire, imperials owe their allegiance to a supreme monarch with a blood tie to the ancient God-King, currently Emperor Deucalion Norson. Even in his youth, Deucalion proved to be his father's son, possessing a startling intellect and presence that demanded attention. Through the tutelage of his cloistered 'sisters' and their psionic Order of the Gilded Cage, he tapped into his latent psychic power and developed into a formidable psion. On the battlefield, he cut his teeth fighting greenskins in the Ultus as part of a joint effort between Citadel and Norsland, in the process earning the affection of both dwarven princesses and a healthy respect from the dwarven people. At 38, Deucalion was poised to assume leadership of the heartland, strong of mind and body, experienced, well-liked, intent on fortifying Norsland and strengthening the alliances with its neighbors. And then the empire split...
Deucalion's rule is entirely dependent on finances of the oligarchic, multinational Consortium, whom some worry are the true lords of Norsland. The Consortium is headed by a masked council of tycoons named the Golden Lord, the Iron Lord, the Harvest Lord, and Lord of Jacks. Their pull inside and outside of the country is immense, and they monopolize trade throughout much of Othyr. Only Avencia, Saspien, and Azerbad remain independent of the Consortium's direct contracts, but no economy is entirely free of its hooks. They employ all manner of political and economic pressures to see their ends met and use their extensive finances to exact violence and destruction when their will is tested. While accommodating the imperial bloodline, their one true loyalty is to themselves and their joint enterprise which is doubtless the largest and most powerful corporation in Loranna.
Norsland, though smaller and leaner than its previous incarnations, is still arguably the most powerful nation in Othyr- though the Kingdom of Belarion would challenge that assumption. It possesses a powerful army drawn from the loyal houses of the west, psychic allies in the canaries of the Gilded Cage, an accomplished navy split between river and ocean armadas, practically unlimited funds out of the Consortium which employ various bastard kings and mercenary companies for the cause, and of course the last of the dragonriders by way of the Redcliffe dragoons. They are close allies with the dwarves of Citadel and the Etherians north. The Nors people are strongly in support of their leadership, as well, feeling wronged by the betrayal east and eager to prove the empire viable in the modern day. Enlistment is up, nation pride has never been higher, and Emperor Deucalion stands armed and ready on the edges of history. It remains to be seen if they will call him Deucalion the Lesser, Deucalion the Compromiser, or Deucalion the Conqueror...
The Corellon Dynasty- Far across the eastern oceans, the continent of Corellon exists as a mysterious realm swirling with mists, magic, and rumors. The majority of elves across the various worlds and planes have migrated to its pristine face over the last several decades, raising new kingdoms within this resplendent Empire of Elvendom.
Only a handful of non-elves have visited the continent since its miraculous inception some forty years ago, but all know it is ruled by Highking Gloriandel, first of the elves, legend of the ancient past who fought the dark gods and demons of prehistory, enslaved mankind at the height of the Gloriandeline Empire, and fell to the might of the God-King Nor at the dawning of the age of mankind. He was reborn near the end of the Legacy Event, his god-like power helping turn the tides through numerous acts of impossibility. Seldarine, star elf demigods who managed to fuse magic and technology into something living and wondrous, also frequent the continent, as do many elven legends and heroes resurrected from days of old. There has never been nor ever will be such a union of elven powers, a fact which reassures some and terrifies others.
The Eastern Kingdom of Belarion- Three years ago, the half-elf Bela Norson shocked the continent with her arrival on the far eastern shores of the Soveros by way of what can only be described as a semi-sentient underwater apparatus (what she called Kwalish). Great granddaughter of Highking Gloriandel, she was already a princess, but Bela had come to Othyr to be empress.
Forty-six years ago, the Crown Prince Frederick Norson and Prophetess Kaylan Gloriandel conceived a daughter. She was to be the heir of destiny, the union of Nors and elven royalty who would one day unify them into one glorious kingdom. Under the tutelage of heroes and legends the likes of her mother, Relic the Warforged, and Celinduil the Gold, Bela grew into a living zenith of knowledge, wisdom, and power. Her mastery of the Seldarine fusion of magic and technology known as Incarnum enables her to construct nearly anything she desires from any material available to her.
Motives aside, Bela's move has split the empire and started a war. And if the War of the Crown should go well for Bela, will Corellonian forces follow? Will they arrive as reinforcements if their elf-blooded scion should falter? Though it's been a thousand years since the elves enslaved the continent, few have forgotten or forgiven the old crimes. Most Othyrian nations would be up in arms at any direct intervention on the elves' part, but thus far The Corellon Dynasty has not officially backed or repudiated Empress Bela.
However Bela did not come alone, nor did she remain without allies for very long. Her life-long protector Relic traveled with her, as did her elven half-brother Criss Serenor and her adopted older sister Tina Belmont. Together, they managed to win over the allegiance of the eastern noble houses and the peoples of the Soveros and The Emerald Coast. They split the empire in two and ignited a war to erase the last marks of the old empire for once and for all.
Most recently, Prophetess Kaylan Serenor has joined her children in the midst of Belarion's lines, inspiring great controversy. The Etherian leader and devote Kalian High Priest Oranar does not condone the war or recognize Bela's claim, placing the two great religious leaders on opposite sides of the growing conflict. As the war carries on and expands, it becomes more and more likely Kalian will be forced to battle Kalian, as Norsmen now battle Norsmen.
The Circle of Ten- Led by the venerable archdruid Tyvis Weylan, the order of druids spans multiple worlds and draws from native Primal practitioners ranging a staggering number of races and species.
The Dawn Knights- Over the last thirty years, tensions between Etheria and Izolda have spiked. Conflict is inevitable. As it stands, bad blood already boils over on both sides and has for more than a generation. Such longstanding aggression is counter to everything Etheria stands for. And when Etheria's disillusioned souls convene for anger's sake, nothing good can come of it...
When a militant order of dissenters and warhawks under the leadership of Rava, daughter of the fiery archangel Raziel, came into being on Etherias' fifth peak of Mertion, the High Priest's condemnation was understandable. Calling themselves Dawn Knights, their official mission is the recover the lost fragment of Kalia, what they glorify as The Solar Grail, in order to add the former sun goddess Kalinda's greatness to the resplendent Radiant Mother. A presumptuous, if fictitious, mission, the High Priest would argue, however his forceful disbanding of the knights never came, not even after all his political and theocratic enemies consolidated themselves into this one order over fifteen years of existence. A pious Etherian would condemn the lack of action. A zealous Etherian might applaud it. An observant Etherian might see the wisdom in allowing such an order to exist as one entity, to be monitored and manipulated as necessary.
That said, most political analysts would agree the main reason Dawn Knights endure is the need for agents in the contested foothills of the Holy Mountain. The Izoldans have been rabble-rousing with designs of annexation for years, moving ever closer to subsuming pieces of Etheria into the Motherland. Necessity perhaps outweighs the ideological or moral compromises that come with the knights, who are not known for their compassion or patience, rather their exactness, unerring devotion, and the very black-and-white morality which allows them to complete their objectives quickly and effectively. Kalia is mute on her favor or disapproval, but Etherians are generally in favor of the knightly work. Their questing for the grail comes with the destruction of evil, after all, as well as good works such as the building of hospitals, orphanages, and churches.
While having operated exclusively in Etheria since their inception, recently the knights have been making experimental forays into neighboring nations (though never officially in Izolda) in pursuit of evil and The Solar Grail. The larger implications of this militant Etherian organization taking an active part in the lives, politics, and religions of other nations remains to be seen.
It has not escaped either Giers or Rava that in the tumult of the War of the Crown, with Norsland occupied, Izolda could make a play to conquer the Holy Mountain once and for all. Against that threat, high priest and half-angel are the staunchest of allies.
The Mysterious Stranger- The Mysterious Traveler is the allure of the unknown, the promise beyond the horizon, the wisdom and celerity to overcome the trials of a journey, and the luck which often saves travelers if their courage holds. She is Quest-Giver, Rumor-Starter, The Lady of Legends and Lore, and chiefest matron of adventurers, explorers, seekers, wanderers, couriers, scouts, bards and storytellers. She keeps safe the roads and trade routes, and brings tidings good and ill. She values quickness of body and wit, raising cats and horses sacred. In the Othyrian Heartland, she is most often named Gwenth, Lyonesse, Selen, and Theya by men of Norsland and Avencia, Rheath or Sudz by dwarves, and Cerriwen by the Belarions.
She considers inns, taverns, and festhalls her churches. Thus she is also the goddess of beer and wine, music and song, celebration and victory (particularly to the dwarves, who've developed a long list of affectionate titles for her including Ole' Lay Barrelbelly, Her Unsoberness, and Lady of the White Froth Beard). Conversely, in the lands of Izolda she is a much grimmer persona (and in fact a male persona, at that), The Gray Man of a Thousand Names whose appearance is often thought the forebear of great turmoil. In the tropical jungles of Tir'buk, the tabari consider her the supreme mother over all other goddesses, as do most centaur tribes.
With a very active hand in the mortal worlds, she initiates change in the most unlikely places. Tugging at the unpleasant knots of fate's skein is the surest way of undoing them, her brand of destiny... though it's never quite sure how the tapestry of creation will look afterward. She spends much of her time journeying across the known (and unknown) worlds. It is said everyone will meet The Mysterious Traveler at least once in their life, under one guise or another. Be careful how you treat a stranger.
Citadel- Forty years after the Yellow Accord, Queen Tasha Thorleif has firmly established her rule in the Ultus Mountains. The mountain dwarves have exterminated the greenskin filth soiling their ancestral holdings and reopened the ancient halls of Klangin and Grimkey, restoring a healthy national mining operation in partnership with the Consortium.
Even more noteworthy, the dwarves have expanded their subterranean metropolis of Citadel to include The Western Pass, a forty-year endeavor which has produced a massive tunnel through the mountains. It provides easier, safer, and quicker passage between Othyr's western coast and the heartland. The dwarves are already leveraging tolls and trade contracts into a very real economic advantage. It has not escaped national leaders that troops could just as easily pass through the tunnel, giving armies direct lines to several nations previously shielded by the mountain range. Tolerna, Saspien, and Norsland keep a very close eye on these developments, especially with future plans to extend the tunnel underground and link it with several major routes in the Underdark. Tasha has appointed her twin daughters Shem and Hilda as Wardens of the West and East respectively, two savvy, calculating young princesses controlling either end of the causeway. Their handling of the tunnel over the next several decades will decide which daughter Tasha names her heir. After all, there can only be one queen of Citadel.
As with Avencia, Citadel is being heavily courted by both the emperor and empress, though like the republic it insists on remaining neutral for as long as it can. If push came to shove, the dwarves would most likely side with Norsland. The princesses and the emperor grew up together, and Citadel holds numerous trade contracts and Consortium connections. However, should Empress Bela somehow manage to forge a more lucrative trade agreement between Citadel and the elves of Corellon, tides might turn...
Thrakkis- The Black Dragonate is a swampy, river-lashed nation of gnat-infested marshes along its northern borders gradating into healthier wetlands near its heart and dense jungles to the south. It proves an enigmatic and ominous neighbor of Avencia, an unknown factor in all international affairs. Ruled by the Wyrm Queen, Daithrakk the Black, one of only a handful of elder wyrms left in Creation, she is an immensely powerful and cunning creature that micromanages every little facet of her pet nation through spells and proxies. Her concern is power and treasure, fed a steady diet of goods and gold through her cities of Port Chauvin and Marakand, though she's content to play a patient game spanning generations for more potential wealth. The War of the Crown amuses her and she watches closely to see how it might prove beneficial.
The Wyrm Queen is served fanatically by her brood, black dregoi that worship her as a goddess and make up a caste of zealously loyal governors and generals lording over the lizardman, bullywug, and human populations. Though her lair is a closely-guarded secret, her viceroys and pureblood dragon children, Spittingdeath and Misery, make their palaces in the famed dungeons of the Shrine of Tamoachan and Temple of the Frog. Thrakkis' borders are unguarded, her hordes dispersed, and currently seems disinterested in expansion, however moving against the country would be about as wise as rousing a sleeping dragon.
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