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Countries & Noble Houses of Velgarth

Posted: Wed Mar 30, 2022 6:48 am
by World of Velgarth
:roll:

Noble Houses of Valdemar, Rethwellan & Karse

Posted: Fri Apr 01, 2022 8:42 am
by World of Velgarth
VALDEMAR

From VALDEMAR WIKIA

TBD

TRADE & LIFESTYLE

Additional Details for Groveborne

TBD

NOBLE HOUSES
All Houses below are open to NPCs & PCs
House of Ashkevron - Forst Reach
The Ashkevrons are one of the oldest families in Valdemar, their roots dating back to their Forst Reach manor and the original founding of Valdemar itself. They are well known for their sturdy, blockish builds and straight forward manner after generations of land stewardship. They are also known for producing prodigiously gifted Heralds, chief among them the legendary Herald-Mage Vanyel Ashkevron. It's a testament to his force of will that those Ashkevron youngsters that don't quite fit 'the mold,' as he didn't, end up down at Haven among the collegia. They are also quite renowned for their horses and fighting skills, with generations of Ashkevrons serving Valdemar in the Guard as cavalrymen and officers.
House of Arvale - Notthway
A house of middle nobliity, had a long-standing feud with House Zalmon that was brought to a close by Valdemar before Vanyel's time. Known for producing outstanding Guard officers, they are a very martial-minded family and have a tight connection with the Guard.
House of Zalmon - Zalmon
A house of middle nobiility, they haven't forgotten their ancient feud with House Arvale, but they have remained quiet for the most part. Mostly known for their corn production and land stewardship. They have a very good relationship with their local farmers.
House of Remoerdis - Highjorune
An old house that came into Valdemar's ruling elite in the time of Vanyel. Former rulers of the country Lineas, it was annexed and became a part of Valdemar along with neighboring Baires. Today the family still eschews magic and refuses to let mages or anyone remotely connected with it into Highjorune. Heralds on circuit there are always minorly Gifted, and are carefully trained to locate and assist youngsters with emerging Gifts out of the city. HIghjorune also suffered a substantial earthquake following the effects of the Counter Storm, when the ancient 'node' beneath the city was drained to a dangerous level. Stories tell that the 'node' pulled on the life energies of the surrounding citizens related to the Remoerdis family to keep itself from failing entirely. It's just a story though, right? Right.
House of Bryerly - Briary Holding
Minor nobility, distantly related to the Brendewhins, tend to maintain their fortune through the merchant trade and jewel-smithing. Have had a long, stable presence at the court for generations. Small country estate and a larger estate in Haven that also serves as a show room for new merchandise. Famous for their summer evening parties and dances.
House of Brendewhin - Deercreek
Minor nobility, distantly related to the Ashkevrons through marriage and the Bryerly through blood. Known sheep and cattle producers. Limited presence in court, though they do come in during the social season from time to time. Maintains a small suite of rooms in the Palace for this purpose.
House of Enderby - Zoe
Lake district noble house, has long standing ties to the Ashkevron, Remoerdis and Bryerly houses. Known for their level heads and exceptional ability to manage the fisherman villages of Lake Evendim. Oversees all fishing on the lake and ensures proper taxation and work conditions. Many captains on the lake are House Enderby sons and daughters. This house also represents the lake district in Haven on the council, and maintains an estate just outside the palace. The estate contains an impressive archive, and a museum of sorts to the fisherfolk of Lake Evendim. The largest ever giant sturgeon caught is preserved and hanging in the great entryway of the estate where it greets visitors.
House of Delphor - Bells Valley
An merchant family from the south that acquired noble status through marriage three generations ago. Known for their fine textiles and smooth talking courtiers. They practice a version of the Karsite faith and tend to resemble Karsites. This has caused them grief in the past, though they have served Valdemar and her interests faithfully.
House of Falthern - Trevale
A minor noble house on the border with Hardorn. They suffered greatly in the last war, but have maintained that peace and a strong alliance with the new leadership in Hardorn is in the best interests of everyone. Their matriarch is a truly wise woman who has ensured the family fortune through the development and nurturing of a type of grape that grows will along the slopes of the family holding and neighboring farms. Falthern Wine is quickly becoming the gold standard of drink in Haven.
House of Hielan - Crescent Lake
A once failing noble house that invested in sheep under the auspices of it's matriarch, Lady Fiona, and her business partner Lady Arawell of the Weaver's Guild. The venture has prospered, bringing fortune to both parties. House Hielan maintains a modest estate in the fashionable merchants district of Haven, near the main Weaver's Guild.
House of Brendan - Lisle
A true blue-blooded noble house from the far southeastern border, they have close ties with the royal family and tend to pass down strong gifts as a result. Many Healers, Heralds and Guard officers hail from this house, and it is very public-service oriented. Their fortune comes from their diverse holdings, which contain livestock (cattle, pigs, chickens) farm land, horse breeding and an extensive network of caravans managed by Brendan family members. They also maintain comfortable lay-overs for merchants and host the largest trade fair in the South. This house contains a main family line and several branch families through marriage. Their main holding is based in Lisle, where a large, thriving town has taken root around the ancient family keep.
--> Duke Loren & Lady Aleria; four children: Landin, ASHRIN, Alaran, Renia
---> Brendan cousins: VYRA BRENDAN

Noble Houses of Valdemar, Rethwellan & Karse

Posted: Fri Apr 01, 2022 8:45 am
by World of Velgarth
RETHWELLAN

From VALDEMAR WIKIA
Rethwellan is a kingdom on the southern border of Valdemar. Its capital city is Petras.

The Rethwellan royal family, House Jadrevalyn, has both Mage Gift and Earthsense in their blood. Traditionally, Rethwellan's rightful ruler is chosen by the Sword That Sings, and is bound to the kingdom with an Earth-binding.

The Sword was stolen, and for a few generations Monarchs were chosen by vote among the royal family and others of high rank. Tarma and Kethry found the Sword and returned it to Rethwellan, where it promptly selected the new king.

The first King of Rethwellan was an Adept-class Mage from the Leverand mage-school, and he valued honesty so highly that he ensorcelled the royal archives so that once something has been entered into the royal archives, it cannot be removed or "something nasty happens."

It is stated that Rethwellan is sufficiently opposed, religiously, to homosexuality that shay'a'chern are not only unwelcome, but sending an openly shay’a’chern envoy with his lover as an ambassadorial unit might cause a declaration of war from Rethwellan for the perceived insult.

TRADE & LIFESTYLE

Additional Details for Groveborne

A thriving Kingdomg, Rethwellan has been a staunch ally of Valdemar for generations. It's primary trade is in timber and mineral resources, owing to it's boundary with the mountainous Karse. The people are hardy and surprisingly out-going, often prone to teasing. They also tend to be a suspicious lot when the arcane comes into play, with those living in the shadow of any of the major mage schools often complaining about the magical creatures that tend to escape them. Whether they mean actual creatures or simply hot-blooded young students of magic depends on the situation.

It's generally fair to consider most magic school towns as 'college towns' ... or places of great learning and great fun. Trade flourishes along the country's major roads, and there are a few towns that still serve as anchors for well off mercenary companies. Notable companies include the Windrunners, Burning Bastards and Nera's Maidens.

NOBLE HOUSES
Royal House Jadrevalyn; Closed to NPCs
House Baelanyon; Open to NPCs & PCs
House Nesaemalayn; Open to NPCs & PCs
House Dorraenos; Open to NPCs & PCs
House Galtaloryn; Open to NPCs & PCs
House Shatterstone; Closed to NPCs
House Traeveryn; Open to NPCs & PCs
House Farwynd; Open to NPCs & PCs
House Brassendaera; Open to NPCs & PCs
House Purallaen; Open to NPCs & PCs

Noble Houses of Valdemar, Rethwellan & Karse

Posted: Fri Apr 01, 2022 8:46 am
by World of Velgarth
HARDORN

From VALDEMAR WIKIA

Hardorn is a kingdom in the world of Velgarth. It is neighbored on the west by Valdemar, the north by Iftel, the east by the Eastern Empire, and the south by Karse. It's capital is Crown City.

Traditionally, Hardorn has been an ally of Valdemar. This changed, however, when King Alessandar was murdered by his power-hungry son, Ancar, who provoked a war with Valdemar by blaming Queen Selenay. It was discovered that Ancar was being manipulated by agents of the Eastern Empire with the purpose of weakening Hardorn and making it ready for Eastern conquest. At the death of Ancar by Elspeth, the Eastern Empire invaded.

The conquest was headed by Grand Duke Tremane, the heir presumptive of the Empire, as a task to show his worthiness to rule. Mired down by bad weather and hit-and-run attacks from the Hardornens who remembered Alessandar and being free, and further disorganized by the arrival of the Mage Storms, Tremane fortified his position. By making himself popular with the locals he eventually was named King of Hardorn. His honesty sealed by a curse of truth set by Solaris using Divine Magic and by his bonding to Hardorn with Earthsense, Tremane allied himself with the kingdoms of the west and severed his ties with the Empire.

TRADE & LIFESTYLE

Additional Details for Groveborne

Hardorn was once a bountiful country, and with the ascendance of a King Tremane, has begun to flourish again. Well known for it's timber along the Iftel Border and it's vast grain fields along the Valdemar border, Hardorn is a valuable trading partner. It's people are a hardy lot, generally fair skinned and stocky with brown hair and eyes in the way of northern farm folk, though intermarriage with the varied mix of young men from the Empire has thrown some interesting hair colors, eye colors and skin tones into the general population. Nobody appears to care overly much, given the resources that has accompanied such young men in addition to their strong work ethic and disciplined respect for native customs.

Hardornen is spoken freely throughout the country, with border towns possessing three or four townsfolk capable of trading in Valdemaran or Karsite. The old earth-based religion of Hardorn is also making a comeback, with those gifted with Earthsense and common hedgewitches and wizards finding themselves once more in positions of respect in their towns and villages. As with most religions on Velgarth, the Hardornens pay homage to a dual sect of deities, the Earth Father and Sky Mother. The common thread between all Hardornen religious sects is their bond to the land and the earth-taking ceremony.

Following in the spirit of King Tremane, all lords who assume authority under the Crown must partake in a earth-binding ceremony for their own lands. This ritual is overseen by the King's Representative (usually a gryphon emissary from Iftel) and the High Priest. For larger fiefdoms, King Tremane himself may be in attendance. Presently, the only exception to this has been House Telmond of Red Stag Lake.

NOBLE HOUSES
House Adair of Adair; current Lord Peregryn (unmarried), a heroic figure among native Hardornens and one of the last true-blood Noble House to survive Ancar's Purge. NPC unavailable at this time.
House Entareon of Wolf's Summit; Lord Maric and Lady Jennivere, the lady is currently pregnant. Lord Maric is a cousin to Lord Peregryn of Adair. This couple is well liked and respected, but their territory is cold and difficult to live in. NPC unavailable at this time.
House Camlodon of Andersgate; PC & NPC available
House Micherone of Greenvale; PC & NPC available
House Harwell of White Hills; PC & NPC available
House Telmond of Red Stag Lake; Lord Regenard and Lady Melesa, this scheming couple has not taken to King Tremane's leadership. Assumed lordship through treachery under Ancar and retained it due to distance from the Crown City. NPC unavailable at this time.
House Follwyn of Novann Woods; PC & NPC available
House Laxley of Verdant Hills; NPC available

EARTH SENSE

Also called Earth-sense, it is a rare form of additional perception. Earth-sense is the ability that allows one to "see" or "feel" the condition of the land around him. Examples of this are Herald-Prince Darenthallis (By the Sword), King Tremane (Storm Breaking), and Firesong k'Treva (Mage Winds and Mage Storms trilogies). Traditionally, the monarch of Hardorn is required to possess Earthsense in potential, which can then be awakened by ritual. Also, all Tayledras Healer-Mage Adepts have Earthsense, which allows them to sense hurts in the land and use their mage gifts to help heal them.

In Hardorn, Rethwellan and Valdemar, it was common for the Lords and Ladies of it's ruling class to possess Earth-sense in potential. This trait tended to manifest as excellent stewardship of their lands, which led to prosperity and higher rankings as the bloodline progressed. While Valdemar relied more heavily on magic and it's Heralds, Hardorn in particular focused on it's religious sects that practiced the Earth-binding ritual.

Today, there are many more common folk who possess this gift. Travelers and cartographers who possess the earth sense tend to create the most vivid accounts of their travels. Farmers know when and where to plant, while those who join mercenaries or guard outposts may serve as excellent scouts depending on how developed their gift is.

Noble Houses of Valdemar, Rethwellan & Karse

Posted: Fri Apr 01, 2022 8:52 am
by World of Velgarth
KARSE
For information on the Sunpriests of Vkandis, click HERE

Information from the VALDEMAR WIKIA

Karse is a kingdom in the world of Velgarth. Its neighbors include Valdemar and Hardorn in the north, Rethwellan in the west, and Seejay and Jkatha in the south. Although it has a royal family, it is mainly ruled by the Sunpriests.

Karse is considered a tough country, with rocky soil and dangerous terrain. The kingdom was plaged by demons summoned by the Sunpriests at night. It had been at war with Valdemar since Vanyel's time. It wasn't until Solaris became the Son of the Sun, and the kingdom was threatened by the war with Hardorn, that the fighting stopped and an alliance was formed.

Karse is a land plagued by hatred - Especially towards magic and those who use it. It has been a long practiced tradition that those wielding any sort of magic, including Gifts, were burned by the Sunpriests in the name of their deity, Vkandis. In Exile's Honor, Alberich, was only saved from the fires by his Companion who Chose him after their escape. This went on for centuries until Solaris ended the practice.

Solaris was the first female to lead the Priesthood since the beginning of Karsite history, and her position was backed by the presence of her Firecat, Hansa. Aside from getting rid of the practices put in place to control the people, such as setting demons loose on the coutryside, Solaris also purged the priesthood of the corrupt priests and ended the long-standing war with Valdemar.

To keep the peace, Solaris accepted Talia, Queen's Own of Valdemar to become a Sunpriest, and in return sent her own Envoys to Haven; the Sunpriest Ulrich, and his apostle Karal; the latter was also granted the companionship of another Firecat, Altra.

GOVERNMENT


Although there is a King of Karse, the King is described as being a person who is little more than an impotent figure who did not rule so much as preside over a do-nothing court of wealthy aristocrats and would-be aristocrats who had nothing better to do than vie for positioning amongst themselves.

The true rule of Karse is a theocracy, the Son of the Sun is the ranking theological official of the followers of V’kandis Sunlord, which is the state religion in Karse, and all of the powers of government belong to the Son of the Sun and their Sunpriests. The “Royal Court” is described as being little more than an elaborate social club.

The Son of the Sun is chosen out of the ranks of the upper echelon of the current priesthood, and the new Son of the Sun is allegedly selected by the hand of the deity Vkandis Sunlord, himself. During the time of corruption, Sunpriests with Mage Gift created the illusion of Vkandis' involvement.

REFORMATION


In the late fourteenth century since the Founding of Valdemar, Vkandis Sunlord deigned to personally crown a Sunpriestess as the new Son of the Sun, and bestowed a Firecat upon her as her guide and protector, so that none may question her reign. Shortly after her ascension to power, the new Son of the Sun implemented sweeping new changes, to the whole of the Karsite lands and the ruling priesthood - the Fires of Purification were made illegal, and the summoning of demons was declared anathema. Similarly, the propagandist rhetoric of the corrupt, power-mad priesthood was also prohibited from being carried forward into the future of the nation of Karse.

Additional reforms included the reassigning of all village priests to new villages with the exception of the ones whose reassignment orders drew significant protest from the villagers themselves.

No longer would the Gifted be forced into involuntary testing in Karsite villages by Karsite Sunpriests enforced by Karsite soldiers, and no longer would the Gifted be burnt at the stake or forced into the Priesthood. However, if parents want their child to be tested, they must take their child to the village priest, to in turn summon a Priest-Mage.

MILITARY


The Karsite army is called the Sunsguard.

The life of an officer of the Karsite military is spent half in defeating the enemies of Karse, and half in watching his own back, and it is clarified that officers in the Karsite military are chosen by a Voice of Vkandis Sunlord, these being Sunpriests part of whose duty is to find suitable officers. It is believed that one must be trained to be an officer to ever be allowed the rank of an officer, and as such, the Voices look for exclusively-male children who are “quick of mind” and “strong of body,” to be schooled into officers. It is believed that the average conscript is unable to be trusted, and as such officers are never drawn from the ranks of the conscripted men, because the belief is that they would abuse the authority of an officer’s rank, if they were given to the opportunity to do so. It is also specified that an even half of chosen officers are legally required to be lowborn, so that they would be “appropriately grateful” to the Voices for the opportunity to rise in rank and station.

All throughout the years during which the Karsite leadership is held by a corrupt priesthood, military law strictly forbids any ordinary fighter from marriage on the grounds it would constitute a distraction, though they are permitted to make use of prostitutes; conversely, only Karsite officers may be legally married. In the period when Karse is ruled by corrupt priesthood, pairings of two of similar gender are described as “not to be thought of,” but far commoner than the Sunpriests of the time admitted. Prostitution is preached against strictly, but is still permitted.

Furthermore, in Karsite society, the roles of females in Karse were very clearly defined in the time preceding the rise of the first female Son of the Sun, and those roles did not include fighters, under any circumstances.

Countries & Noble Houses of Velgarth

Posted: Fri Apr 01, 2022 11:20 am
by World of Velgarth
Eastern Empire

The Eastern Empire[1] evolved from multiple kingdoms ruled by a High King. When the Cataclysm and associated Mage Storms occurred, the High King got all of his magical equipment and mages protected under shelters so they were unaffected. Afterward, he was the only one with mage capabilities, and was able to seize control of all of the kingdoms and become the first Emperor.[2]

Other stories state that the Empire was founded by a group of mercenaries[3][4] and regular army troops in the years following the Mage Wars. They were originally part of Urtho's forces, but were cut off from the main body of the army after General Shaiknam's betrayal. During the mass evacuation from around Urtho's Tower, they somehow received word to move to safety farther east. They were passing through their evacuation Gate when the shockwave of the Cataclysm hit them. It warped their Gate, throwing them even farther to the east. Where they landed became the core lands of the Eastern Empire. While this is never mentioned in the Empire's official histories, some memory of the Cataclysm has lived on in superstition which warns of unspecified danger in the west. The strength of belief in this superstition is why the Empire expanded as far as possible in every other direction before turning to conquer its western neighbor, Hardorn. The same superstition is also why Baron Valdemar chose to take his people west, where the Empire would be less likely to pursue them, when they fled the Empire and founded Valdemar.[2]

The Empire is a military and magical powerhouse stretching from the eastern borders of Hardorn and Iftel to the Salten Sea. The capital city is Jacona.[5][6] Ruled by the Emperor, the Iron Throne is passed to the Emperor-elect in the final years of an Emperor's reign. Administrations can last upwards of a hundred years, for the Emperor must be a mage of at least Master-class, and as such, has access to life-extending magics.

For centuries the Empire conquered its neighbors, incorporating nation after nation into the Empire. They followed the same tried and true formula to assure victory in their conquests. First, the targeted nations government was destabilized and chaos was encouraged with the goal of making life hard enough for the common people to build up anger and resentment toward their government. Then, when the nation was in a shambles, the Imperial Army was sent in with a strategy of divide and conquer. The shock troops took a calculated chunk of terrain. They were followed by consolidation troops that took care of any remaining resistance. Once the area was pacified, holding troops arrived to repair and build fortresses, roads and industries. They were followed by the administrators and Imperial Police who imposed Imperial Law on the newly minted citizenry. The last wave of conquest was the Imperial priests, who established veneration of the Emperor alongside whatever religion was found natively in the area. Then the whole process began again on the next chunk, with each successive line of troops sweeping across in waves.

Once a nation was fully incorporated into the Empire, they faced Imperial taxes, which amounted to sixty percent of their annual produce, and was adjusted each year. The army also conscripted all young men between sixteen and twenty-one years old. However, by the time they were faced with these unpleasant realities, conquered people usually felt it was worth the benefits they received.

This group is culturally similar, and vaguely analogous, to the Roman Empire.

Until the Mage Storms, the Empire was known for their reliance on magical contrivances, such as mage lights, and prolific use of magical Portals: permanent Gates. The Mage Storms effectively eliminated the use of these portals and other devices, causing massive chaos throughout the Empire.

Imperial Code

The Imperial Code is the law of the Eastern Empire. The second Emperor had believed that a financial attack was far more effective in deterring crime than mere physical punishment. His belief was born out in practice in the Empire, which until the chaos of the Mage Storms had been a very safe place for common people to live.

The enlightened legal code outlined various punishments:

Crime Punishment
Assault Soldiers were put on punishment detail, while civilians endured imprisonment and hard labor.
Theft Fines equal to twice the value of the stolen property, with half going to the victim, and half to the Crown. If he couldn't afford the fine, a civilian was sent to a labor camp with his wages going to the fine until it was paid. A soldier would have his wages confiscated, and would remain with the army past his enlistment time until the fine was paid.
Rape, first offense "The victim would be granted immediate status as a divorced spouse. Half of the perpetrator's possessions went to the victim, half of the perpetrator's wages went to the victim for a term of five years if there was no child, or sixteen if a child resulted. If the child was a daughter, she received a full daughter's dowry out of whatever the perpetrator had managed to accumulate, and if the child was a son, the perpetrator paid for his full outfitting when he was conscripted." (Storm Warning, Chapter Twelve)
Rape, second offense The perpetrator "underwent a series of punishments both physical and magical that would leave him outwardly intact but completely unable to repeat his act." (Storm Warning, Chapter Twelve)
Murder Immediate execution

Jacona

Jacona is the capital city of the Eastern Empire, and the location of Crag Castle, the imperial palace. When the Mage Storms disrupted the Empire, leading to food shortages and riots, Baron Melles used Jacona as his test for using the army to "assist" local law enforcement in pacifying the cities.

Crag Castle is the residence and palace of the Emperor of the Eastern Empire. The entire building, like the Emperor's throne and regalia was designed to overwhelm visitors and instill in them the "proper level of fearful respect." (Storm Warning, Chapter One)

Both Jem and Ree were born and raised in Jacona, escaping the locked down city via the extensive sewer system soon after they met.

Three Rivers Valley

The Three Rivers Valley is a farming area in the west of the Eastern Empire. As the name implies, two rivers converge to form a third. The area is surrounded by deep forests. Since the modern Mage Storms, these woods have been filled with dire wolves, snow bears, and a variety of hobgoblins and changebeasts.

The valley is the site of the village of Three Rivers and the location of Garrad's farm. The city of Karelshill is also in the immediate vicinity. As the region began to stabilize during the reign Emperor Melles, it came under the control of Lord Lenar, a local farmer's son who made a success of himself in the Imperial Army.

Countries & Noble Houses of Velgarth

Posted: Fri Apr 01, 2022 11:20 am
by World of Velgarth
Jkatha

Countries & Noble Houses of Velgarth

Posted: Fri Apr 01, 2022 11:21 am
by World of Velgarth
Ruvan

Countries & Noble Houses of Velgarth

Posted: Fri Apr 01, 2022 11:21 am
by World of Velgarth
The Haighlei Empire (The Black Kings) & White Gryphon