Aurora: Rising Sun

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Aurora: Rising Sun

Post by Arch-Mage Matt »

The Imperial Gazette
The Imperial Gazette presents…

Crime Across the Nation - Mathis Dryer

With the death of Black Braden, the Warlord of Summer, the Imperium's Top Ten Most Wanted (Domestic) List has been updated.

Ryner Voss - One of the feared Voss brothers, Ryner Voss is known as the leader of the Sion Stalkers, the bloodiest gang in all the world. He is described as a seven foot tall man, late forties, with one arm (elbow down) replaced with a jagged steel blade after it was torn off by a bear. Do not approach, rather contact security. It is estimated Ryner Voss can take down ten to twenty averagely trained guards.

Arn Voss - The second Voss brother, Arn runs the largest Wilder gang in the known world, based largely in the far North, known simply as the "True Wilders". Arn Voss is an older man (Late fifties) who doesn't do much fighting himself but is a shrewd tactician and former thief. His gang has caused countless deaths and stolen countless goods from the people.

Myra Karleon - Karleon is the leader of the Sion Bloodhounds, the drug runners, assassins and thieves of the Sion gangs. Myra is known as one of the greatest assassins and spies of the known world. She has infiltrated the most secure fortresses and government agencies in the past, almost alone.

The Assosciate - The last of the three natural born Sionese to make the Top Ten list, The Associate is the leader of the Sion Associates. His identity has so far remained hidden, and in fact it is speculated that he is a high ranking political figure in the Northern Kingdom, possibly even a Councilor.

Skellyn Serro - Skellyn Serro was raised a Master Magician, teaching as a professor at Erubury for many years, until he defected at the age of forty. He reappeared in The Citadel and is now aged seventy, the current Count of the roving castle of the sky, responsible for harboring hundreds if not thousands of illegal magicians, teaching forbidden magic.

The Apostle - The leader of the terrorist group, The Apostles. Not much is known about him, other than the fact that there is indeed one leader of the group.

Alysan DuVanne - The most notorious of pirates to roam the sea, Alysan was born in Traya yet was raised on a pirate vessel, as a magician. Not only does he and his gang make trading vessels constantly weary while travelling to and from the port cities, but he is a Shapeshifter: the most illegal form of magic to be practiced, as well as one of the hardest. There are less than half a dozen known Shapeshifters on Aurora.

Aris the Hag - Not much is known about Aris, other than the fact she is the suspected Clan Mother of the Pellfolk.

Harennia Jovus - Another Shapeshifter, Harennia makes her talents useful by Shifting into officials and robbing Cynric banks. She has stolen millions.

Alisiana Kaiser - Better known as "Echo", Alisiana is also a Tiberian thief. She is commonly known as the most agile and sneaky thief in the Southern Kingdom. It is believed she can break into anything.
Spoiler:
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Welcome to Aurora, a world on the edge of destruction; for those that do not learn from history…
Auroran Pantheon, the Five-and-One:


Aura: Aura is hailed as the Life-Giver, the creator to the Aurorans. [Read More: See Creation Myth] Aura is said to a beautiful woman with flowing blonde hair, a strong will and a artistic, passionate, humanitarian mind.

Karic: Created Aurora [Read More: See Creation Myth] and said to bless life with magic. He is the husband of Aura and seen as the chief deity. While other gods created Aura, he controls it.

Isabella and Rowena: The Twin Goddesses that created nature, trees, air, plants, dirt, weather, clouds, sun, etc. Isabella is said to be the moon and Rowena the sun.

Sebar: Karic’s younger brother. Created animals for the humans to hunt and eat, it is said in ancient times he hunted alongside the humans. Sebar is the god of war, battle, and death.

Ban: The Mortal God. Ban ascended to Godhood after his deeds in Bennos. Ban is not worshipped as a god, rather than a symbol of the ultimate achievements of the mortalkind. [Read More: See Recorded History in the Imperium: Northern and Southern Kingdom: The Dark Era]

[More on Pantheon and how they are worshiped: See The Holy Church.]

Creation Myth:

It was Karic who created the world, but not for humans, originally. Karic was a great artist, and Aurora, named after his beautiful wife Aura, was his canvas. He created worlds and destroyed them time and again, playing with mortals as he saw fit. There were two species that he created for his enjoyment; however, that Aura took a liking to. These were, of course, the Human race and the Tiberian race. She persuaded Karic to abandon his canvass as she began to make a home for the Humans and Tiberians. Slowly, other gods began to help her create a livable world. In the end, Karic granted his seal of approval and allowed there to be life, also granting humans magic as his personal gift.

Races:

The Humans – The humans are the most populous race and arguably the most powerful since the Northern Kingdom is controlled by humans. They are remarkably diverse, ranging in skin color and hair color and everything else. The Humans are a very cutting edge people – they always want to farther their civilization through technology. They can be stubborn, however, and slow to accept change. Human history is rich, dating all the way back since before the Nomadic Era, humans lived together and had cultures that have changed over time. Men and women humans cannot exactly call themselves equal beings – it traces back to the Monarchal Era, the first official government recognized by the current powers that be. King Bannar Wolfblood treated women as second class citizens; they rarely had opportunity to excel. Since then, there have been campaigns and movements for gender equality, and for the most part it has succeeded. Women have an equal chance of becoming involved in politics and becoming Magicians. Women have always been equal in religion; the only field women are discriminated against is in combat and fighting. Very few women are ever knights, soldiers, archers, or anything of the sort. It is considered an oddity to see a woman who can wield a sword. There are, however, a few famous examples of human women who are better warriors than men. Inette Novant, a Western Kingdom Councilor and retired military general, and Cassandra Hawes, Chief Lieutenant of the Northern Guard are usually the examples advocates put forward in defense of woman warriors.
A key part of human culture is the Clans – it used to be one of the major parts of life, being strongly associated with a clan. Either you married into one or rose to power yourself, clan titles were everything and one action from a clansmember affected everyone. This has began to fade into obscurity with the passing times – but there are still very powerful families that cling to the names of their past, because it still carries weight. About a third of the population still is identified by clan. A clan member bears the same title, such as Wide-Chest or Sword-Arm. Clansmen are sometimes discriminated against because of their old fashioned ways, but there are still important clan families and even councilors, being Ginny of Clan Warm-Sun, Jack of Clan Silver-Wind, Klyde of Clan Valley-Strider, Julia of Clan Tall-Trees, Jacob of Clan Fertile-Fields, and Rebecca of Clan Wolfblood.

There are many different sub-races of humans. Yurisians are from the island of Yurised, there has recently been an influx of immigration from the small, independent nation. They resemble Asians. A famous example would be Miriam Aminah. The Tropicals are from tiny islands, nicknamed the Tropics, west of the Western Kingdom. They resemble Hawaiians and Latinos. A famous example would be Arch-Abbott Hidalgo. The Traymen were previously slaves to the apelike Trayan people, but a massive revolution created a huge burst of immigration to the Imperium. They resemble black people. A famous example would be All-Mother Briar Sanreille. A small group of desert dwelling humans known as the Tariz Clan, who resemble Middle Easterners or Indians, inhabited the Southern Kingdom long ago. A famous example would be the Magistrate Saadia.
The Tiberians – The ashen skinned people of Aurora live in the southern lands of the Sebaran desert. Their skin is pale, whitish grey, and their hair is a dull white color. Their eye color varies between purple, yellow, green, and grey. They aren’t longer lived than humans, the average life span being around 120 years. Being from the desert, Tiberians value resources and never waste anything. They are very philosophical when it comes to life and death, because a camel-ride through the desert to another city and back again can very possibly claim your life due to bandits, sandstorms or getting lost. There is a growing gap between city-Tiberians and country Tiberians. The Country Tiberians believe the cityfolk are forgetting what it means to be a Tiberian, safe from the sandstorm and poisonous and dangerous animals, and cutthroats. Tiberians are historically a tough and hardy folk, but this has been virtually erased by modernization.

Lesser Races:

The Pellfolk – A magical, dangerous group of old hags in Pell Wood, these women are rumored to be a species that is neither Human nor Tiberian. [See more: Read Magic in the Imperium, Factions, Pellwood City-Guide]

The Forgotten – The Race that lived in the Deadlands past Hunwen. [See more: Read Hunwen City-Guide]

The Trayans – The vicious barbarians from the north, beyond the Northern Kingdom, this race is more ape than man, possessing both qualities. They can operate like Humans or Tiberians but resemble monkeys. Very little is known about their culture or way of life, and it is even said they are not an intelligent species by some scholars. [See more: Read Current Events: War with Traya]

The Oceate (O-see-eht-A): The Oceate were a sea-faring race that existed before humans colonized the Western Kingdom. It is said that they were made extinct in a great war with early Western Kingdom men, but rumors persist that they still live on in small groups around the Western Kingdom. They were said to be part fish, part human and almost always human woman.

The Novar: The Imperium Council denies the existence of the Novar, a rumored lost magical race that can freely transform into wolves, such a feat almost impossible by even master magicians. They are spotted mostly in the woods and uncivilized lands of Doreston, Karicia, Erubury, Nexon, and Cynric, although supposed claims of Novar Sightings pop up everywhere. A popular – but highly taboo – rumor is that the Novar once occupied the Eastern Kingdom, or still do and are not allowed contact with the Imperium. Others say they were once a part of the Imperium, but rebelled and were destroyed.

Aurora:

On the continent of Banicar, there is snowy tundra to the north. To the extreme north, it is snow all year round. South of the tundra, there are seasons, switching between a cold and snowy winter and a moderate, fresh summer, revealing plains of grass and a few farmlands. Rolling hills and farms that extend for miles have been named the Auroran Great Plains, owned largely by Doreston.

To the south: a vast desert, the Sebaran Desert. A large amount of oases dot the desert, which makes it easy for people to live there. The Sebaran desert is believed to stretch on forever. The desert is known as the Southern Kingdom. To the west is the ocean, the Farlook Ocean. It too is believed to go on forever. The Tropics mark the end of mankind in the Farlook Ocean; a small island chain with colorful and primitive people.

A large island is off the coast, the Western Kingdom. The Western Kingdom is warm and tropical, with the Pell Woods, the largest forest known to man, occupying over half of the land, in the middle of the island.

To the east lies the Eastern Kingdom, more commonly known as the Forbidden Lands. No citizen knows what lies beyond the Eastern border. These are the known lands of Aurora. Not much else has been mapped out by the citizens of the Imperium.
A small island called Yurised by the natives, Sebaria by the Holy Church, is located northwest of the Northern Kingdom. A large rocky island above the Nothern Kingdom, Traya, is also present.
The roads that connect the city-states together are called the Wayroads, and are patrolled by guardsmen and full of roadside inns and taverns, bandits, travelling merchants and anyone else imaginable.


The Imperium

The Imperium is the ruling government which consists of the Northern, Southern and Western kingdoms. It is led by a High Council with a representative from each of the 31 city states around the continent of Banicar. City-states are large areas of land, many with smaller towns and villages, with a capital city. The three most powerful city-states are the capitols of the Northern, Southern, and Western Kingdom and the three representatives from each city are the three most powerful people in the country. The people of the Imperium are currently undergoing recession, war and troubling political matters [Read More: See Current Events]. People from the Imperium are called Imperials.

Technology in the Imperium:

The Imperials have become more technologically advanced in the past one thousand years, but electricity, gunpowder and modern communication still evade them. They rely on steam power and windmills to generate their factories and buildings, and magic crystals are sold by enchanters that have made candles second-rate for years now.

Imperials fight with swords and bows, using the standard variety of warhammers, daggers, crossbows, and axes. They wear metal or leather armor and move armies on horseback. Their roads are generally paved with red brick.

Magic in the Imperium:
Magic is not unlike smithing, writing, or any other craft. No individual is born with more magic than another; it is learned like any other skill. In order to master the skill of magic, one must go to school for eleven years, dutifully learning the ways of magic. Students can begin at 15, and first go to Aleron University, where they learn the basics for three years. They are considered a Magician Maverick after a year in Aleron. After basics are done, and if the student passes, they go to Malcolm University, where they learn after another three years. After one year in Malcolm, the student is known as a Magician Moderate. If they pass Malcolm, the Moderate goes to Erubury Tower, where only genius Magicians and dutiful workers graduate.

After they graduate, the former student is now a Magician Master, where they can work as an artist, writer, healer, or secure a place as a military strategist or general. They can also return to any university and work as a teacher. Many Magicians, however, are philanthropists, and choose to help the poor and weak in impoverished areas on the Imperium. Many humans tend to associate magic with Tiberians, although this is not the case. Humans make for almost half of the Magicians in the Imperium. Many Magicians choose to drop out after they gain the title of Moderate, not seeing the gain of becoming a Master after another six years of training.

One common magical artifact is a Waygate, which is a magical crystal that bonds with others of the same kind. When bonded, a person can pass through a Waygate and appear on an opposite, bonded Waygate. These are very expensive and are owned by the rich of the Imperium, as well as all Councilmen and occasionally Magicians. They resemble mirrors. The largest Waygate known to man is in Pellwood, in the Council Chambers, which allow dozens of Councilmen and woman to pass through the Waygate simultaneously and travel home and to Pellwood. The Pellwood Waygate, a huge chunk of raw crystal, is as large as a small house.

Magicians are very well respected in the Imperium for their dedication of studying for so many years around the world. There is no regulation on magic, however the Holy Church stresses it is Karic’s gift to humanity and should not be used except in dire situations. Holy men and women of the Church cannot usually possess magic, unless they are a Karmage, in which case they dedicate their life to the church in return for the gift of magic. As the Universities keep a tight track on all of their graduated students, there is little cause for worry when it comes to Magicians going rogue or becoming too powerful.

There is a council called the International Committee of Magic that occasionally passes regulations on magic, what is and isn’t allowed, and whether a new university should or shouldn’t be regulated or persecuted. The members of the Committee are the three Deans of the Universities of Aurora, Dean Ishmil, Pollock, and Aminah. Also on the Committee are Grandmaster Warryn Malimyr of the Gildur Monastery, Arch-Abbott Archester, a senior Karmage in the Church, Cadyce Stanton, considered the best healer in Aurora, and finally Magistrate Saadia, leader of the Thaum Circle.

There are few places outside the government-sanctioned universities where one can study magic. The most infamous place is in the Citadel, a magically enchanted floating castle-fortress that is home to a dangerous band of rogue Magicians. Another infamous example of magic users would the Pellfolk of Pell Woods. These mysterious creatures are all old human women and possess extreme magical power. It is rumored that they are not human. Other than these groups there is always the occasional student that defects from the Imperium and joins a roving gang of bandits or marauders. Of course, there are also the Healer’s Guild, the Chateau of Cadyce, and the Practicing Circle of Thaumaturgy (Read more: See factions).

Recorded history of the Northern and Southern Kingdom

The Nomadic Era: Tiberians and Humans alike had no borders, no countries, but they rarely saw each other. As it is now, Tiberians stuck to the desert and Humans stuck to the Great Plains and tundra, travelling as nomads in small, tight tribes, hunting and living off the land. They had rich culture, music and artwork, and only minor civil wars.

The Farmer’s Era: The blissful way of the nomadic people died like it existed: quietly, peacefully. People began to settle down as a desire for a peaceful and constant life arose. Farm villages appeared over the land, but they were small and spread out. The farms in the icelands and desert were centered around oases and meant for raising animals.

The Warlord Era: The farming way of life could not be effective forever; governments were needed as people grew in power. Eventually, marauder gangs formed and began to fight over land. Over many long years of fighting and political squabbles, small kingdoms were slowly forming, Warlords carving out portions of land and creating their own nation. It eventually evolved to feudalistic type governments; dozens of officially established small kingdoms rose up all over the land. For a long while, the Warlord Era existed in peace, the warlords got along and traded all very well. In fact, over time the term “warlord” was dropped, replaced simply by “lord” or “king”. That is, until an even larger lust for power emerged…

The Monarchal Era: It all began in what is now the Northern Kingdom. No less than thirteen men and women ran their own kingdoms. All was peaceful, nations co-existing alongside each other, until a single Lord rose above the rest and called for unity. His name was Bennet Wolfblood of the city of Dore, what is now called Doreston. He was contested by many as he called for other kingdoms to swear fealty, none more so than Alward Sorly of Sorly Hold (Now a smaller city in Theron’s lands). The two men engaged themselves in a bloody civil war, dragging every kingdom in the north into it. The kingdoms were at a stalemate until Bennet Wolfblood was killed, and his son Bannar Wolfblood took the throne. The son proved far stronger than the father, and was able to crush Lord Sorly and unify the kingdoms into one – called Bennos, which meant New in the Old Tongue, a dead language of the Nomads the Wolfbloods trace their ancestry back to. Of course, Lord Wolfblood didn’t do this alone; he was aided by countless individuals – his wife Margaret Wynne more so than any.

Ban, as he was called, went on to form Bennos, what is now the Northern Kingdom. Eventually, the Tiberians produced a unified leader, Ariano, who united the Sebaran desert and formed the country of Auster.

Under King Ban’s rule, Bennos grew into an economic and military superpower while Auster struggled under King Ariano. For a very brief period, King Ban annexed Auster, but was met with violent protests and forming terrorist groups, so the King withdrew. King Ariano never forgave the Humans, and once tried to wage war with Bennos; Auster was quickly beaten down by King Ban and Ariano slain by Ban himself. After the brief war, Auster and Bennos left each other alone, but tensions were never lessened.

The Magical Era: A new leader arose from Auster: Camilla the Sage. Camilla was one of the only Magicians in Banicar, and she had a vision. Modern scholars say that Camilla was just as clever and resourceful as King Ban, but up in Bennos, women were treated as second class citizens, so Ban basically wrote off the Tiberians after Camilla’s raise to power.

In order to bring her people to greatness, Queen Camilla constructed a university for magic in Aleron. Thousands of Tiberians passed through the halls of Aleron Univeristy and learned the basics of magic from the Magicians Camilla gathered to teach the people of Auster. The Tiberians were able to greatly improve their standard of living after more and more Tiberians became adept in magic.

The Dark Era: Ban’s death ended the Magical Era. It is said that when Ban died, Karic and Aura appeared over the skies of Arvall and brought Ban back to the heavens. Ban had ascended to godhood and is still recognized today in the Pantheon.

After Ban died, his son Claudas took power as King. The young liberal King made unprecedented changes to Bennos, most notably removing restrictions that made women lesser than men. He then made diplomatic contact with the Tiberian, Queen Camilla. Auster was growing in power and some people feared that the Magicians would try to invade a second time.

After diplomatic advances were made, Claudas proved that he was truly the son of Ban. Secret documents were stolen and Bennos’s own Magic University was constructed in the remotest place in Bennos: Erubury. Camilla was none the wiser as Claudas taught at least a thousand Humans the way of Magic. But one spy, a Magician named Safir, informed Camilla of everything. In retaliation, Auster launched an attack on the now destroyed town of Iber and overtook it. Camilla promised severe punishments would be inflicted upon Bennos as the Tiberians proved they would be pushed around no longer.

It never came to be, though. The same spying Magician, Safir, assassinated Claudas shortly after Iber was sacked. After a quick power struggle, a smooth talking and rich politician from Valici, named Gareth Silver-Hand, took the throne. Gareth was a conniving man, and devious too. He captured Safir and used Magic to reprogram the spy and make him a double agent. Safir entered Auster and assassinated Queen Camilla, but was killed in the process. There was no rest for the weary, however, and Gareth was killed after he traveled to Auster under the guise to discuss Auster’s surrender.

Now Bennos and Auster were on the verge of collapse, without leaders. Some feared that both kingdoms would break up and the Warlord Era would repeat itself. Other thought a war would break out that would extinguish all life on Banicar.

These worries persisted until what was known as the Intervention. Until recently, neither Bennos nor Auster communicated with the Western Kingdom. That was about to change.

The Imperial Era: The Western Kingdom was known as Advenus at the time, it was an entirely Human nation. It was running a clean democratic rule on their secluded island; everyone lived in peace, there was universal healthcare, crime was down… it was an almost utopian society. The High Council of Advenus, representatives of major cities on the island, called for Bennos and Auster to adapt their ways of government, they claimed it was the only way to live in peace.

Not seeing an alternative, Auster quickly agreed. It took a very long time, but eventually Bennos agreed to adapt Advenus’s government… for a trial period. Under Advenus’s guidance, Bennos and Auster held elections in each city-state, and politicians, doctors, artists, and other popular aristocrats were elected to represent their home. They formed separately at first, and began to sort out their government. Bennos found it surprising; they could manage an entire empire and keep the interests of the people prevalent in every debate. Auster was slower to adapt, but eventually they learned to accept Advenus’s government.

Bennos and Auster were at a loss for words. In a process of two years, they had become democratic and were so busy fixing their internal problems they barely interacted with each other. Advenus’s High Council persisted with their personal agenda: the unification of the entire Banicar continent. At first their attempts had failed, but a motion in Bennos changed the continent’s outlook on things.

A rogue warlord rose up in the Great Plains and gathered a small army of mercenaries and assassins. They invaded Auster and began to slaughter any Tiberian they saw. Reports say that over 2,500 Tiberian civilians were killed before the army wiped out the invaders.

Bennos realized that it had a very severe racism problem. While citizens cried in Auster over the genocide, a disturbing amount of people in Bennos seemed unaffected by the news or even appreciated the fact that the Tiberians were taken down a notch.

The Bennos High Council made immediate talks with the Auster High Council and Advenus High Council. An emergency vote was called and the majority voted to unify their countries, creating one military, one economy. From that point onwards, Bennos, Auster, and Advenus no longer existed. All that there was now was The Imperium: a continent wide nation that was experiencing reduced tensions and over many generations, less racism and issues between Humans and Tiberians. The nation’s names were changed simply to the Northern, Southern and Western Kingdoms. 27 people made up the High Council, and three had ultimate power: the representatives from the three former capitols’ votes counted three times as much than the other 24 councilors, and they had veto power on any measure being sent through the council, the lawmaker of the land. These were the councilors from Arvall, Camoran and Pellwood.

Modern Era: The previous Era ended over one thousand years ago. The Imperium was no longer a new subject; it was old and accepted. Racism was lessened, but some Humans and Tiberians alike still held old grudges. The Western Kingdom declined slightly after integration with the Northern and Southern Kingdom, no longer a utopian society but still very well off. The Western Kingdom has since built a magic university of its own, in Malcolm.

The current High Councilmen from the three capitols are: Taliesin Taye of Arvall, Caidan Marhaus of Camoran, and Constance Vaughan of Pellwood. Times have been rough on the people of the Imperium, they face a continent wide recession and poverty is rampant in every corner of the world. The gap between high and low class is widening. The Council meets in Pellwood, in their headquarters, but they live in their respective cities by travelling through Waygates.

Regarding the Eastern Kingdom: The Eastern Kingdom is thought to have once been a part of the Imperium, but all records are strictly classified by the Council. It is unknown how they even fit into history, a subject many scholars are endlessly irritated about but can’t do anything to help it. A very common conspiracy theory is circulated around the Imperium: The Eastern Kingdom wanted to break off from the Imperium, so they started a civil war. Not only did the Eastern Kingdom lose the war, but they were entirely destroyed, wiped out, not a single survivor. How such a thing was done can only be speculated, but it is chilling to think the Council holds such power over its people.


Guide to the City-States: NORTHERN KINGDOM:

Portstown: The smallest city-state in the Northern Kingdom by area, Portstown only recently qualified as a city-state. It began as a small port town (hence the name) and slowly grew as traders wanted a base in the northernmost part of the Imperium. The employment rate is almost 100% as everyone has something to do in the port and people can make a good living if they work hard. Portstown holds around 10,000 people. The Councilman is the leader of the worker’s union and Clansman, Klyde Valley-Strider.

Valici: A very old city-state, Valici is filled with art museums and historic exhibits, including artifacts from a very large nomadic group of humans who dies out in the area. The people are wealthy and the living standard is high. The Holding Seat Councilman is Ferdinand Zephyr, aristocrat.

Arvall: The capitol of the Northern Kingdom, Arvall is also the most populated city-state belonging to the Humans. The majority of the city is slums, with a few rich districts and an old castle from the Monarchal Era. Arvall houses hundreds of thousands of people. The Councilman is Taliesin Taye.

Sandon: Sandon is a very spread out city, almost deserted due to its poor location within the Imperium. Sandon is currently only holding about 10% of its population, most of the city's houses abandoned or filled with Wilders. One of the only attractions Sandon is the Chateau of Cadyce. The Councilwoman is a local worker who ran unopposed, Ginny Warm-Sun.

Sauon (Sohn): Sauon is the coldest place in The Imperium, it is also the primary defense against any threat to the north. Because of this, Sauon consists more of military forts and garrisons than people. Citizens in Sauon are usually blacksmiths and merchants seeking their fortune. It is the headquarters for the War with Traya. The Councilman stepped down when the war began, it is now led by a general of the Northern Guard, Jarval Jonson.

Erubury: As time has passed, the Erubury University has grown and the actual city has shrunk. Now, the University of Erubury is almost the entire town. A walled castle like structure that stretches for miles, the University is one of the Northern Kingdom’s finest pieces of architecture. Erubury nestled in nicely between three huge mountains. The Councilor is Headmaster Miriam Aminah of the University. To the north of Erubury is a very large population of miners who mine gold and diamonds.

Sion: Not the pride of the Northern Kingdom. Sion is completely swallowed by slums and crime. The Councilor, Oham Jura, is most surely affiliated with crime lords and isn’t the real ruler of the city. It is in a constant gang war. Illegal citizens and unregistered criminals are estimated to double the normal population count in Sion. The councilman is Oham Jura.

Epson: A quiet enough little hamlet. It is neither large nor small, and news rarely comes out of the city-state. Its economy is better than most in the Imperium, and most citizens live a lower-middle class life. Epson has a large farming business. The councilwoman is the superintendent of the school system, Katherine Zaynar.

Overlook: A port town, Overlook covers the entire peninsula bottom. It is known for its twisting alleyways and lax law regulations. Overlook is famous among adventurers and dreamers as being home to colorful, lovably crude pirates and mysterious sailors with stories to tell of foreign lands. Is this true? Not really, but Overlook does possess some of that charm that makes you want to come back when you’re away. The councilman is the former captain of a trading vessel and a Clansman, nicknamed Old Jack Silver-Wind.

Theron: Another port town, Theron hugs the coast for twenty miles. There are no tall buildings, just beach villages and homes along the ocean. Guards just patrol from one end of the city-state to another. Most of the citizens get by by working on their own, and rarely receive help from the government. The councilwoman is the locally elected activist, Brittany Garnet.

Nirid: Nirid is a very bustling city; in fact, the entire city-state is one huge city. They are the major industrial city of the Northern Kingdom, making damn near every product imaginable. Citizens live in huge apartment complexes packed together like rats. The councilman is the owner of a textile company that supplies clothes all over the Imperium, Saul Kirkland.

Nexon: Nexon is a major mining town, most buildings built around several iron and copper mines. Along with the mines, Nexon is the headquarters of the Northern Guard, the military of the Northern Kingdom. It holds the Imperial Fortress, a giant construct that is the base of operations for the soldiers of the North. The Councilman is the head of the largest mine, Varric Tenson, yet also equally home to the High General of the Imperial Army, Archon Broad-Sword.

Doreston: The major livestock exporter in the Imperium, Doreston has hundreds of thousands of chickens, cows, pigs, and other animals in thousands of farms and farming communities spread out over the Great Plains. Doreston takes up the most area out of any other city-state. The councilwoman is the daughter of a dairy farm mogul and a Clanswoman, Rebecca Wolfblood.

Karicia: Named in honor of the chieftain God Karic, Karicia is the most religious city-state in the Northern Kingdom and home to the Celestial Cathedral, the largest temple in the Imperium and which is made of pure gold. The Cathedral is home to the All-Mother, Briar Sanrielle, the head of the Church of Aurora and the Councilor. The city is mostly urban and higher class due to charity work and donations to the Church.

Gildas: The Northern Kingdom’s main gateway into the Southern Kingdom. Gildas, unlike the other city-states, is very integrated and has almost a 50% population of Tiberians. It is a major trading outpost between the two kingdoms, filled with a mix of cultures: bazaars down one street, supermarkets down the next. The councilman is the owner of the Bazaar, Theore Azarnel.

The Moggwood: The Moggwood is famous for being the oldest recorded city in the Northern Kingdom, Moggwood the city has stood the test of time: during chaos and peace alike, Moggwood remains untouchable in the Mogg, a swamp full of deadly creatures and an ever-present mist that shrouds the city inside the swamp. It is said that the Moggmen of Moggwood, a dying bloodline of only a few hundred now, possess the power of the Mogg, and can control it at will. The Universities and those who are experts on magic, however, still refute the claim that one can be born naturally affiliated with magic. Surrounding the Mogg itself is the Moggwood, a forest even darker and more ominous than the areas of Pellwood controlled by the Pellfolk. It is whispered The Moggwood is cursed by the souls of those who the Mogg have claimed. Despite the legends, there is a road leading from the Mogg to the outside world. The councilor is Thoren Harlow, one of the fabled Moggmen.




Guide to the City-States Southern Kingdom:

Aleron: The Southern Kingdom’s foothold into the North, Aleron is the only city-state that is not in the desert. It houses the Minor Institute of Magic in Aleron, the university where beginners and Magician hopefuls go to learn. Unlike Erubury, the Institute does not take over the city and it only makes a small part. The Institute is what was a castle from the Monarchal Era. Other than the Institute, Aleron is a sparse territory with several large villages and towns, including some port towns. The Councilor is a politician who approves of the Institute, Pliny Grato.

Caeli: Caeli is the major exporter of fish and marine life in the Imperium, and over a third of the population consists of fishermen. The city is a huge port town. Just east of the city is The Spire, the tallest building in Aurora which serves as the headquarters of the Southern Watch, the military of the South. There are several small forts and camps around The Spire which houses the bulk of the Southern Watch. The Councilor is, oddly enough, at constant odds with heavy military presence. Her name is Alexandra Gordian.

Bellia: Bellia is named after Isabella, one of the twins that created Aurora’s natural environment. Bellia is home to the Silver Pyramid, a huge pyramid that is dedicated to Isabella. Inside is a museum and history exhibit detailing the Southern Kingdom’s glories. Bellia is a very scholarly town with many teachers, doctors and magicians and is home to the most prestigious college in the world, the Horrigan Institute. Bellia is a very large and active city with the pyramid in the middle. The Councilor is the Dean of Horrigan Institute, Serena Perinax.

Auria: Auria, a tribute to the Creator-God Aurora, is home to the largest theater in the world, the Origin Theater. People from all over the world go to Auria to see plays at the Origin, and Auria is well off because of it. The Councilman is the head of the Separatists, Justinian Ilos.

Hunwen: Hunwen is the last city-state before the Sebaran Desert stretches into the Deadlands, a stretch of desert never explored. It is rumored that it never ends, and that past Hunwen is where Aura decided to stop creating life. A very long time ago, before even the Nomadic Era, a strange, unknown people inhabited the Deadlands. They built the most peculiar fortresses in the stretch of desert, that appeared to be made of a light blue crystal that resembled diamond. Only three of these were ever found, but inside they contained unusual and advanced artifacts that now reside in the Silver Pyramid in Bellia. This raises more questions than answers, and often fuels countless expeditions into the Deadlands, looking for a fortress to arise from under the sands after a sandstorm. The Councilor is Avita Romana.

Rowenia: Tribute to the sister-Goddess Rowena, Rowenia is home to the Gold Pyramid, which is made of pure gold. It is the head of the Church in the Southern Kingdom, and home to the Arch-Abbott Archester, one of the highest ranked men in the Church. He is also the Councilor. Rowenia is similar to Karicia is being higher class and religious.

Camoran: The Capitol of the Southern Kingdom, Camoran is the largest and most populated city in the world. It has miles upon miles of white sandstone buildings, with alleyways, bazaars and castles dotting the landscape. Full of art, military power, and learning institutions, Camoran rivals any Northern or Western Kingdom city. Much of the city, however, is slums with a high crime rate. The Councilor is Caidan Manhaus.

Cynric: Cynric is the second largest city in the Southern Kingdom. It is filled with skyscrapers and cutting-edge technology. Many businesses and companies around the world are centered in Cynric. Cynric is often called the Southern Sion, with an expensive suit. White collar crimes such as fraud, money laundering, embezzlement, and corporate espionage are commonplace here. The Councilor is the former CEO of a weapons company and widely thought corrupt Seneca Farad.



Guide to the City-States Western Kingdom:

Kappa: Kappa is a major trading and port town with the Southern Kingdom. It’s sprawling coastal city and wide beaches made it an ideal vacation spot and a very serene location. Ships are constantly moving in and out and merchants seeking their fortune are known to head to Kappa. Built into the side of a huge cliff is the Sentinel Palace, the headquarters of the Western Kingdom’s military branch which expands for miles underground. The Councilman is Hugh Lorican, the owner of several hotel companies throughout the Imperium.

Mu: Mu is called the island resort of Aurora. It is less city and more coastal hotels, resorts, and casinos. It holds an embassy from the Southern and Northern Kingdoms and Councilors often go there on vacation. It is by far the richest city-state in the Imperium, and its beaches are the talk of the world. The Councilman is Neville Goodman, also owner of the largest casino.

Bania: Bania is the Church’s foothold into the Western Kingdom. In a land where the Pantheon was almost nonexistent until the formation of The Imperium, the Church requested land to build in the Western Kingdom, but was denied due to lack of territory. The Councilors jokingly suggested the Church expand into the rainforest in the mid-island, but the Church surprisingly accepted. They carved out a large portion of the jungle and now have a city there, a tribute to the mortal god. Half of the houses are on the jungle ground and half are built into trees. It is the most religious city in the Western Kingdom and the most well defended in the Imperium. The Councilor is the Arch-Abbott Hidalgo of the Church. Many people in the Western Kingdom don’t believe Bania is really a part of their land.

Teneu: Teneu is one of the largest industrial cities in the known world, producing almost all of the country’s coal from the mines, and armor and weapons from the factories. It has a huge population and workers who labor around the clock. The councilwoman is Inette Novant.

Pellwood: The Capitol of the Western Kingdom, Pellwood is an ancient city made of stone. The buildings are elegant and rich with history and culture, including art and playwriting. Multiple castles are home to the extremely wealthy in Pellwood because of the Western Kingdom’s past with monarchs. The largest of them all is the High Council building, where all the councilors go to discuss the Imperium’s matters and politics. Surrounding Pellwood on three sides are the Pell Woods, the forests that are home to the Pellfolk Coven of Witches, a secret sect considered the most dangerous terrorist/rogue organization in the Imperium. Since armies cannot march into the forests, the PCW remain untouched and powerful.

Kea: Kea is the main trading port with the Northern Kingdom. With the port city of Kea, there are several logging towns that provide lumber and paper to the Imperium. The logging towns hug the Pell Woods and are very superstitious about the mysterious goings on in the forest. The Councilwoman is the owner of a lumber company and Clansman Julia Tall-Trees.

Malcolm: Malcolm is home to the Malcolm College, where Magicians go to study if they pass Aleron. It is a huge castle overlooking a steep cliff that is home to some of the finest professors and magic users in the world. Malcolm College was built because the Western Kingdom wanted an opportunity to teach its people Magic. Malcolm is also the Enchanting capitol of the world, graduated Magicians producing fine enchantments for all of the Imperium. Outside the College are many farms that produce grain and beef for the Imperium. The Councilman is surprisingly not the Dean, but the owner of a large farm, Clansman Jacob Fertile-Fields.

Imperium Military
The military in the Imperium consists of three separate national militaries. These are the Northern Guard, the Western Sentinels, and the Southern Watch. The Guard is the largest contributor of forces to the military, with the Watch coming in second and the Sentinels contributing the least amount of soldiers. Each City-State is required to donate a certain number of soldiers depending on its size. While the Military is guided by the Council, it is led by the Chief General, one Archon Broad-Sword. General Archon is from Arvall, and was a soldier all of his long, 70 year life. He is a renowned swordswoman and and is called the strongest man in the Imperium. He relies on his second, Cassandra Hawes, for the military strategies, which he does not care for. The Military is involved in politics, since the Chief General is offered a place as an honorary councilman. Archon accepted and is serving, mostly in Pellwood, but occasionally he is in Sauon, overseeing the war directly.


Important People in the Imperium:

High Council:


Taliesin Taye: (Human) Regarded as the most powerful councilman in the Imperium, Taliesin is a strong-willed conservative and bit of a warmonger who wants the best for his people through aggression and a sharp mind. Taliesin got involved in politics at a young age after leaving the Northern Guard when he was 20. Councilman Taye is considered politically astute and extremely patriotic, yet also stubborn when it comes to compromising. He is the youngest of the High Councilors, yet widely considered to be the most powerful, at 46.

Constance Vaughan: (Human) The pacifist from the West, Constance was a kind philanthropist born to a rich family in Pellwood before she ran for councilwoman. She believes that everyone can work together and a silver tongue is better than a bloodied blade. The 54 year old Constance ran several charitable organizations before getting involved in politics. Her peaceful and compassionate stance makes her easily likeable, which explains why she has been re-elected five times.

Caidan Manhaus: (Tiberian) Councilman Caidan was a master magician in Erubury for 40 years. He studied magic in Aleron starting at 16 and earned high honors through the magic universities. When he graduated at 28 from Erubury, he became a professor there. He became such an amazing scholar he was offered the Headmaster role, but turned it down. Instead, at 77, he retired to Camoran, his home state, and became involved in politics. He was highly respected and was elected to serve in the Council at 79. He is now 80.

The Holding Seat Councilors:

The nicknamed Holding Seat Councilors are from the more important city-states, so their voices often are heard more than the others. They don’t have much more of a say in politics, but they do dominate a large portion of Council meetings.

Councilor of Karicia, Briar Sanrielle: (Human) The All-Mother Sanrielle is the leader of the Holy Church and one of the most powerful and influential people in the world. She has dark brown skin and cropped grey hair. The All-Mother wears a white robe and carries a staff for support, seeing she is 82. She shares many ideas with Taliesin Taye, for she is a very aggressive person who seeks to expand the church in foreign lands through force.

Councilor of Valici, Ferdinand Zephyr: (Human) Councilman Zephyr is the rich, eccentric man from Valici, the aristocratic capitol of the world. He fancies whatever is popular in his state and presents the council with endless petty requests for the Imperium, such as mandatory use of mahogany for cabinets. Because of this, he is often the running joke of citizens of the Imperium. Zephyr is blind from an encounter with acid at a young age. He wears a fancy dark pink blouse and trousers along with a thin white blindfold, accompanied by a black cloak made of the finest furs and silk. Zephyr studied magic in Aleron, but dropped out when he graduated, and can ‘see’ some things using magic. Zephyr is grossly overweight.

Councilor of Cynric, Seneca Farad: (Tiberian) Councilor Farad is a greedy businessman at heart, and has been described at quite unsettling. He is considered almost as corrupt as Oham Jura, but Farad does not serve other masters, no. They say if he had it his way, Seneca Farad would run the country alone, and run it based on his needs, not the needs of the people. That’s certainly how he tries to run Cynric. Luckily, his interests also match the interests of several large companies in Cynric, so he is able to retain title of Councilor.

Councilor of Erubury, Headmaster Miriam Aminah (Human): Headmaster Miriam is said to rival only Caidan Manhaus in her magical potency. She is widely respected among magicians worldwide and well loved by the magicians at the University of Erubury. The Councilor is older, at 67, with graying black hair tied in a bun and a flowing red and orange robe. Aminah is from the island of Yurised, called by some Sebaria, therefore she would considered a minority. (Councilor Aminah would resemble an Asian woman in the real world)

Councilor of Sion, Oham Jura (Human): Councilman Jura is widely regarded to be the most corrupt councilman in the Imperium, serving drug lords and crime bosses throughout Sion and the Northern Kingdom. Jura wears his trademarked brown overcoat and tan slacks. Jura is one of the youngest councilmen at 35, with short, wavy brown hair and a thin physique.

Councilor of Teneu, Inette Novant (Human): Councilwoman Novant rose to power after becoming CEO of a mining company, after working her way to the top. Novant served in the Western Sentinels as a young adult. Novant advocates working hard for success and relying on soldiers and honest talk more than diplomacy and lies. Novant has tan skin and wears a long black ponytail. She is known for her tight-fitting black blouse, coat, boots and pants. She is 58.

Councilman of Bellia, Serena Perinax (Tiberian): Councilwoman Perinax was the Dean of Horrigan University until she retired and became involved in politics. She is a strong liberal and advocate for civil right issues in the Imperium, as well as being counted as one of the smartest (book-smart wise) councilors along with Miriam Aminah. Perinax is 64, has long, tied back white hair and dark green eyes. She wears her signature half-moon glasses along with an elegantly designed light grey robe.

The Holy Church of Aurora and Religion

The Holy Church is the dominant religion in the Imperium. They guide humanity how to live like Aura would want you to and ensure we respect the Gods and pay tribute to them, lest Aura get bored with us and have Karic destroy the world again. Whenever something bad happens, the Holy Church has been known to foretell the end of the world. The spiritual leader is called the All-Mother or All-Father, this person guides the Church and rules over it. The current All-Mother is Briar Sanrielle [Read More: See City-State Guide: Karicia and Important People in the Imperium: Holding Seat Councilors: Councilor of Karicia]. The head of the Church lives in Karicia, the Holy Capitol of Aurora (Though not the official one). The leader more specifically resides in the Celestial Cathedral, a solid-gold temple [See more: Read City-Guide: Karicia]. The current All-Mother is very determined to expand the borders of the church [Read More: See Current Events]. The church has been accused of a litany of horrors in the past, including interrogation, re-education camps, and torture. But surely none of it is true, and if it is, it is dangerous sects such as the Separatists.

The Holy Church believes that a lifetime of praise and worship will grant believers a peaceful return to the greater energy of the universe after death, although some people reach a higher state. There are churches all over the Imperium and people go to worship at their pleasure. The Church advocates living a noble, humble and good life in the effort of getting into Elysium, the Gods’ home and the life after death for heroic and good people on Aurora. Elysium is legendary for being a bastion of culture and a paradise for all; the citizens of Elysium live under the Gods’ watchful eye. There is no crime and everyone is eternally happy and content. It is said that getting into Elysium also grants your family, even your ancestors, access into Elysium as well. Not only do humans and Tiberians live in Elysium, but it is said that those that lived before Karic and Aura created the current world, Karic’s other creations, live in Elysium.

There are four Divisions of the Church, in which members are separated. There are the Holy Sisters, where women swear a vow of abstinence in order to dedicate themselves to the Church for their entire life (All-Mother Sanreille is an example of this). They serve as the scribes of the Church, serving behind the scenes. The Sisters can, however, take a husband, if he is an Abbott. The second group is called the Sworn Shields, men and women who wish to serve the Church as soldiers who guard temples, churches, and fight the occasional holy war. They are taught the history of the Church and also forced to take a vow of abstinence and forbid to have a romantic interest. The third group is an Abbott or Abbess of Aura. These men and women dedicate their lives to teaching the world about the Church, Aura, and Karic. The Arch-Abbotts are those that guide the All-Mother or Father, in this case it is Hidalgo and Archester. The last group of people is the Karmages. These men and woman learn magic in the Celestial Temple itself, usually arts of healing, and other magics that benefit people. They are considered Magician Moderates by the international magic community.

There are three ‘Realms’ in the known universe. One is Aurora, where the mortals live, one is Elysium, where the Gods and those they approve of live, and the last is the Shadowland, a special domain of the lost god Ymbr [Read more: See below, ‘The Shadowland’]. Of course, the Separatists believe that there is another realm, called Hell, where Karic banishes the unfaithful.

Other Important People in the Church:

Arch-Abbott Santiago Hidalgo of Bania: The Councilor of Bania [Read More: See City-Guide: Bania], Arch-Abbott Hidalgo is one of the two successors of the All-Mother and religious leader of the Church. He is a noted aggressive conservative and prefers to settle things with a sword, or rather, a soldier. The moderately overweight 57 year old Hidalgo has tan skin, a small beard, and a black ponytail. He usually wears a black suit and a black cloak.

Arch-Abbott Hadrian Archester of Rowenia: The Councilor of Rowenia [Read More: See City-Guide, Rowenia], Archester is the most powerful Tiberian in the church, as well as one of the few pacifists in power. He argues for the spreading of Aura’s glory through peace and talking, not through the sword. The 35 year old Archester is white-skinned with long white hair done up in a very aristocratic fashion. He wears dull purple robes.



The Separatists:
The Separatist Movement is a growing religious sect, mostly from the Southern Kingdom. They are often called evil, twisted, and demented. But their methods gain followers, fast. See, the Separatists are unique for claiming there is a certain aspect of the universe… they call it Hell, and say that all non-Separatists will burn for eternity after death, but all Separatists will live in a lavish heaven for the rest of time upon death. It is the most prevalent in Auria, and the Councilman Justinian Ilos is the head of the Separatist Church.

Followers of the Old Religion:

The Old Religion was the belief system of the Nomadic humans and Tiberians alike. They worship a variety of major gods and hundreds of minor gods. The belief system is basic, no dogma or organized churches. It just asks its followers to respect nature, themselves and others. They worship Ymbr and are largely prosecuted by the Holy Church for supposed ties with the Apostles, which they claim to be false as there is no organized body of the Followers of the Old.

The Proto-Man Old Gods:

Azdehron: The Goddess of the Sea, she later goes on to guide the Oceate people (Or so they say).
Kahsennia: The Forest Queen, her domain is nature.
Ymbr: The Shadowlord, he is the most powerful Proto-Man God and actually has command over part of Aurora’s reality, death.
Endion: One of the Old Magi, a race of unlimited magic.
Saedret: A being of hurricanes and tornadoes, Saedret herself is just a presence in the wind.
Ephynir: A being that resembles a huge, ancient dragon; said to be the Father Dragon, the first of his kind.
Aeravohn: The being of flames, it is said Aeravohn can be summoned in every fire.
Zoreyles: The mistress bride of Aeravohn, known for possessing many traits of fire: fickle, resourceful, destructive, playful.
Jaederys: The Golem of Aurora, Jaederys is worshipped as the God of earth, dirt and soil.
Poreah: The divine being of light, Poreah is said to live in the sun.


The Shadowland
Ymbr, commonly called the lost God, is the lord of souls and the underworld, called the Shadowland. Ymbr is also said to be the God of misery, bad luck and murder. There is a cult dedicated to Ymbr called the Apostles of Darkness. The Apostles revere Ymbr by sending him souls. If an Apostle kills an Auroran, then their soul is sent to the Shadowland to wander the dead realm for eternity, to be playthings for the lost god and to live in a world of darkness. Magicians often seek to expand their power by imbuing their magical potency with the souls of the Realm. Apostles are immortal as long as they faithfully serve Ymbr.

Some Magicians also seek immortality without the burden of being an Apostle. They do this by tearing apart the barrier between Aurora and the Shadowland, thereby stalling the normal effects of space and time, including aging. This can potentially come at great risk, however, because guardians from the Realm may come forth and attempt to seal the tear. During the breaking of the barriers, the Magician puts a part of his life between the two realms of existence. If the tear is closed, the Magician dies. This method of immortality is said by some to be just as inconvenient as being an Apostle because if you leave the area of the tear, you will age again. Because of this you’ll see secluded fortresses and forgotten castles inhabited by immortals.
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Re: Aurora: Rising Sun

Post by Arch-Mage Matt »

Current Events:
War with Traya:
The barbaric Trayan people have begun to invade the North. The nation of Traya was previously unheard of until they began to raid small towns along the northernmost border. They seem to be infinite in numbers, fearless, and merciless. Tens of thousands of soldiers patrol the northern border, protecting the Imperium from the Trayan, but the council has so far rejected invasion proposals.

Recession:
Partly because of the Trayan War and partly because of the Council’s inability to make decisions, the Imperium is undergoing a recession. Many people are out of work and the standard of living has dropped all across the Imperium.

Conflict Within the Church:

All-Mother Sanrielle is a very aggressive and passionate woman, and treats the Separatists with much hostility. She and the Separatist leader Justinian Ilos often launch smear campaigns against each other and each other’s churches. There is also a minor conflict on who will take over after Sanrielle dies, either Hidalgo or Archester.

Council Clash:

The council is coming under harsh criticism for its inability to pass laws and regulations; this is mostly because the High Council are polar opposites when it comes to personality. Councilman Manhaus is a libertarian and vetoes many proposals, and his enter into the Council threw off the delicate, conservative balance. The previous Councilman from Camoran, Councilman Valerion, was very like-minded to Taliesin Taye, so they usually got their way over the liberal Constance Vaughan. But now Caidan Manhaus, Taliesin Taye and Constance Vaughan are caught in constant infighting.

Church’s Expansion into Sebaria:

The Holy Church has recently launched a program to convert the Human Natives of Sebaria to the Church. Sebaria is a small independent island nation northwest of Portstown. The Natives call their home Yurised, but the Church renamed it Sebaria. The Church insists they have launched a nonviolent, peaceful education program, but nobody outside the Church is allowed on the island and there are rumors that the Church is slaughtering all non-believers.
The Valerion Scandal:

Two years ago, the High Councilor from Camoran, Leonidas Valerion, was overheard in a private conversation with an advisor detailing something involving the Eastern Kingdom. All that was said is “The public cannot know about the East. What is happening in this kingdom and beyond.” Nobody knows what he was talking about exactly, but it was assumed that it was about the Eastern Kingdom. The Council spun it that Valerion took control of a small army and was trying to invade the Forbidden Lands of the East. Valerion stepped down from Councilor and was imprisoned for life in a high security prison, in Arvall.

Factions:
The Gildur Monastery:

The Gildur Monastery is famous throughout the Imperium as being one of the few legal places to learn magic outside of the government sanctioned colleges. A person, Human or Tiberian, goes to the Monastery to learn about inner peace and getting in flow with the ways of the universe. A Gildur Monk usually stays at the Monastery for life and the order is nonviolent. They often get approached by politicians from all over the Imperium, because the Gildur Monks are very high-valued advisors, bodyguards and tactical strategists. Occasionally, the Order will allow a Monk to leave the Monastery and serve the outside world for the politicians. The Gildur Monks maintain a presence in every magic teaching college and university.
The Citadel:

The Citadel is yet another home to the magically inclined. Long ago, a power-obsessed wizard, Maravyn, who was also the king of what are now the areas of Gildas and Karicia during the warlord era, faced a rebellion from his people. A dictator normally has to give up their power in this situation or beat down the rebels, but Maravyn chose to do neither. He used his talents to rise his very castle above the ground – making it a flying fortress, a citadel. The wizard continued to oppress his people for years, since the people could not reach him to rebel. Or so the legend goes. Once Maravyn died, his successor took the Citadel and began flying aimlessly around the Imperium – it slowly grew into a highly trained academy for bandits and murderers who wanted to master the arts of the arcane.
The Sion Bloodhounds:

The ruthless gang known as the Bloodhounds are one of the major groups that run in the streets of Sion. They want one thing – money. They are violent and specialize in drug trafficking – mostly the illegal drug Carmine, but more dangerous drugs are also utilized by the Hounds. They are also the biggest source in the Imperium for slaves, a practice made illegal in the early monarchal era. Enemies of the Hounds are known to be kidnapped and forced into slavery.

The Sion Stalkers:

Another gang that haunts the streets of Sion are the Stalkers. The Stalkers are much more violent than their counterparts – they want power through bloodshed. Being an enemy of the Stalkers is no better than being a marked man. They are known for quick yet brutal tortures before murders, ensuring people obey them out of fear.

The Sion Associates:

The third most powerful gang in the Sion underworld, the Associates are often called “A mix of the Hounds and the Stalkers in a fancy business suit”. Rather than patrol the streets, the Associates are connected to nearly every merchant in Sion. If one wants to do business in the city, they must deal with the Associates – basically become pawns for the gang - or pay heavy fines to thugs. Enemies are known to be slandered with political mudslinging and defamed for the rest of their life. The Associates are also involved in politics, in Sion and beyond, when it is convenient.
The Minor Institute of Magic:

The MIM teaches basic magic theory – magic is a gift and meant to be used wisely. To serve man, not to harm man. They are taught only the basic magic spells and abilities – those who show the ability to learn graduate. Once you enroll in Aleron, you are a Magician Maverick, which means you are higher up on the draft list in times of war. It also means that you are subscribed to various magical magazines and subscriptions that teach basic spells to those that choose to not continue their education. The Aleron Institute is lead by the Dean, Kaldar Ishmil.
The Malcolm College:

The College in Malcolm was built by Councilman Xekallum of Malcolm several hundred years ago, in order to teach the Western Kingdom magic. Once you pass the Minor Institute, you graduate on to the Malcolm College. The College is the more academic side of the trio of universities: you learn the history of magic and are taught how to properly use it. Once you are enrolled you are considered a Magician Moderate. ‘Community College’ type courses are available to any citizen of the Western Kingdom. The Malcolm College is led by the Dean, Daniel Pollock.

The Erubury University:

The epitome of magic institutes in all of the Imperium, the University teaches powerful spells and incantations that truly fit the title of “Master Magician”. Spells such as conjure firestorm, change the weather, or bend the forces of reality become available at Erubury, as well as the restorative arts of mending flesh and even the highly sought after resurrect spell… if the corpse is fresh enough. There is a minor issue in the University over its members being discriminatory to the townsfolk – the twenty-somethings think they are superior beings and often cause problems. The University is led by Councilwoman and Headmaster Miriam Aminah, regarded as one of the most powerful women in the world.

The Chateau of Cadyce:

Cadyce Stanton of Sandon is an elderly healer and a Master Magician. She teaches willing apprentices in the arts of healing. She is known as the most renowned healer in the Imperium and if she passes you from her school, you are officially a healer, recognized by the International Magic Committee, and therefore the Imperial government.

Clan Wolfblood:

Clan Wolfblood is arguably the most powerful clan remaining in Aurora, is extremely rich, and has dozens of relatives, including Rebecca Wolfblood, councilor of Doreston. They are lead by their matriarch, Valeria. Valeria lives in Arvall and is said to have hundreds across the world loyal to clan Wolfblood. They have businesses and relationships everywhere. Valeria Wolfblood constantly is pushing for power over Taliesin Taye and regarded as the most likely successor should he ever step down or become indisposed. Clan Wolfblood has the honor of being able to boast the Mortal God Ban counted himself among the Wolf’s Blood when he was a man, calling himself Bannar Wolfsblood.

The Champions

The Champions are a guild of fighters all over the Imperium. They’re a band of mercenaries and people looking to make a living using their combat abilities. There is a base in every city-state with the headquarters in Nirid. People can hire the Champions to do anything legal, from killing monsters to clearing out a shed with rats. Champions pride themselves in being the only major non military group to teach citizens how to fight. They teach the use of swords, broadswords, axes, maces bows, and crossbows. The leader of the Champions is a former pirate, Jaharo the Steed.

The Thaum Circle

The official title is the Practicing Circle of Thaumaturgy, but it is called the Thaum Circle for short. Magicians who graduate from Malcolm or Erubury may join the Circle. They are similar to the Champions where they do jobs for people, but often the job is more complex, like enchanting items, creating wards, detecting presences, recovering lost artifacts, et cetera. The Circle is also hired for bodyguard work and work that is considered too challenging for the Champions. There is a base in every city-state with the headquarters in Bellia. They have a friendly rivalry going with the Champions, and sometimes the two guilds even work together. They are lead by the Magistrate Saadia.

The Wilders:

Long ago, the Wilders used to be a strong clan of warriors and robin-hood type freedom fighters from the north. They were formed by the Lady Phoebe Amos, also called Phoebe the Mad, shortly after Ban assumed the title of King. Phoebe was a powerful ruler during the Warlord Era, and when Ban took power, instead of swearing fealty, she fled into the wilderness with those loyal to her. Ever since Phoebe vanished one night centuries ago, however, the Wilders exploded in growth and spread all over the Imperium. Less and less control was had by the leader of the Wilders and eventually they split up into separate groups. Nowadays, ‘Wilder’ is synonymous to bandit, for that is all they are… common cutthroats and thugs who like to call themselves something greater.
Medicine in The Imperium:

There are two different classes of healers in the Imperium: the herbalists and the magicians. Herbalists study at special colleges to become proficient in using what the gods provided to heal the sick and aid the wounded, natural supplements. Magicians learn spells that sew town flesh and burn the fever out of a patient. Both have their advantages; the Herbalists are greater in number and can remedy more things, but the magicians are more effective but are only useful for common ailments. Common herbs that are used are Goldenbloom, Sprite, and Ginseed, that reduces fever, heals wounds quicker, and eases pain respectively. Herbs such as Cassia and Inava are used to treat more serious diseases such as plague and cancers. Vasco’s Flower is known to help heal broken bones.
As with all herbs, there are dangerous, widely used and illegal ones as well. Carmine, for example, is smoked; it induces a long lasting high but shortens life expectancy by up to ten years. Gypsy is a powder that is snorted; it causes vivid hallucinations but causes the user to become violent. Both drugs and more are sold by the Sion Bloodhounds for profit.

Beginning the Roleplay:

Aurora kicks off in the province of Doreston, in the Northern Kingdom. The famous Tourney of Steel has begun. Hosted by the Councilor of Doreston, in this case Rebecca Wolfblood, the Tourney attracts warriors young and old, experienced and novice to compete for the gold in a jousting competition. Minor competitions include sorcery, archery, and melee. The Tourney has also amassed thousands of fans in the mighty Wayfinder Arena, the largest arena in the Imperium that can house over fifty thousand people.

You will begin as a competitor in the tourney, or a civilian in the crowd. I’m going to say right now, there is a cap on how many people can be competitors in the tourney. You can be literally anything when you go civilian – healer, scholar, fisherman, merchant, bard, stable-hand, hunter, alchemist, noble, peasant, beggar, priest, blacksmith, thief, you get the idea. Any profession that would fit in this medieval world. The drawback is that you would be weaker than the competitors in the tourney – although that just means you don’t know how to swing a sword, cast a spell or shoot an arrow, not that you’re physically weak. Alternatively, the competitor will be the trained warrior, rogue or magician, be it a local guard of a city, a member of the Guard, Watch or Sentinels (The three army branches), member of the Champions, or trained bodyguard/knight of the realm. Or will the competitor be a Wilder, forged in the forests and uncivilized lands of the Imperium? Have the competing magicians leaned their magic at the legal universities, at the Gildur Monastery, or perhaps the Citadel? Are they a member of the heretical Apostles? This will affect your character’s roll in the story but not diminish or enhance your time here either.

You can either be a Human of the Northern and Western Kingdoms, or a Tiberian of the Southern Deserts. Carry everything necessary to the Arena (Competitors supply their own gear) and for the love of all things holy, do not create a Mary Sue/horrific bore of a character. You will be rejected until you can make your character better based on the standards of myself and JVEleven. Period.

With that being said, by no means do you need to create a weak and pathetic character. But remember one thing: The more talented a character is in one area, they should be just as weak in another (Also known as the ‘fatal flaw’; your character’s a well connected nobleman? Well he’s also a coward who can’t stand the sight of blood.

You will be starting in two different inns; the fans have left their homes and travelled to the Almond-Grove Inn, just outside the quaint little town of Erdon. They can talk, eat, and drink with their fellow citizens who are eager to see the games.

Meanwhile, the competitors start inside the Arena, in the Wayforge, the training ground under the Arena where the competitors are getting some last minute training in before the games. They can socialize with the others and learn about their competition, as well as make any last minute preparations for the tourney.

After the initial preparations, all characters will be released into the Arena, a huge pre-game festival. Here is where you will get a bit of culture and feel of the world – this part of the prologue is less about PC interaction and more about NPC interaction; get it?

Then, the marvelous Tourney of Steel! The citizens will watch, knights compete – you will only get as far as your character is talented (REMEMBER: Making a strong character is not required!) Then, of course, the real fun will begin.


What is Aurora?

Good question! Aurora is a world full of adventure, mystery, fantasy, war, strife, peace, death, and life. It is infinite; anything can happen and throughout the course of the roleplay, anything and everything will happen. First and foremost, Aurora is a strongly structured roleplay – you will not receive as much freedom here as you would in other roleplays. You will not get to goof off whenever you want. In fact; you will rarely goof off, this is a serious roleplay heavily focused around story, grey or grey morality choices, battles of epic proportions, mystery, plot twists, and everything else that makes a good roleplay.

In fact, throughout my entire interest in writing, all of the roleplays I’ve hosted, stories I’ve written, none are on par with Aurora. It is the largest, most challenging, most time consuming, and greatest piece of fiction I’ve ever made. I hope it goes without saying that I expect it to be treated with respect.

Does this mean we won’t have fun? Of course not. You will have regular time off everywhere we go. It is my hope that even when you’re not chatting among yourselves, the quests will be engaging and always interesting – ideally you’ll never get bored and it will never seem repetitive, even though it’s long.

You may be asking yourself – what IS Aurora? What will we do? Well that’s no simple answer. You’ll be doing everything. I did not create the OP above us for show or detail. You will experience all of it; that I assure you. The main events, I cannot tell you now, just as you were in the dark with the Marukhati. But I can assure you: it is going to be big.

What sets Aurora apart from other roleplays, you ask? Well, that’s another good question. The world of Aurora, funnily enough, was planned before the plot. That means the world was not built solely around the story. No city was made to be destroyed; no councilor made to die; no faction meant to play different parts in the story. Everything has its own, unique personality and feel. I just asked myself: who in this world would play an important role in the main quest? I got my answer shortly after.

Character Sheets

As you progress in the story, you will grow more powerful. There are no lists of 500 skills to allocate points to, just simple play styles. Everytime you ‘level up’, mostly after quests, you will be able to grow more talented in one of these fields. They are:

Warrior: Affects your strength and your skills with armor and weapons. The greater a warrior you are, the more useful you’d be on a battlefield – but you’d be dead weight in a situation that required stealth.
Magician: Affects your ability to perform magic, including healing and destruction… anything – magic is an odd thing in Aurora, a glimpse into godhood – true masters can bend reality to their will. A magician is useful in the most unlikely of situations yet if they get attacked up front, they’re at a disadvantage.
Rogue: An agent of the shadows, a rogue is commonly a thief or assassin – got to utilize those skills somehow! A rogue is the most useful man to have by your side – your ace in the hole – yet don’t expect him to be useful when in a true combat situation.
Archer: Death from above. Archers are a combination of warriors and magicians: they prefer to see their enemies bleed, but they themselves wish to remain unharmed. An archer is useful is smaller battles and in strategic places. They can save the lives of a thousand warriors should they have a watchful eye – yet faced against a warrior and that bow or crossbow will seem like a child’s toy.
Speaker: A person of refined tastes and above the common squabble of those who fight. A Speaker prefers to settle things with words instead of swords – if you are sending a man into a castle to negotiate plans of war, either send your Speaker or wait until you can borrow someone else’s.

Name:
Gender:
Age:
Race (Tiberian/Human. Remember to be specific; human variants are in the human section):
Class Allocation Points (Start with 3)
Warrior:
Magician:
Rogue:
Archer:
Speaker:
Facial features:
Hair:
Physical Appearance:
Clothes/Armor:
Equipment:
Personality:
Background (Be detailed, must post here):
Family/Friends:

Example:

Name: Taliesin Taye
Gender: Male
Age: 46
Race (Tiberian/Human. Remember to be specific; human variants are in the human section): Imperial Human (White)
Class Allocation Points:
Warrior: 10
Magician: 0
Rogue: 0
Archer: 0
Speaker: 50
Facial features: A rounded face, yet not overweight. Deep set wrinkles mark his face, with full lips and dark green eyes, always serious.
Hair: Short, neatly sloppily and auburn, yet speckled with white. He has furry eyebrows and a perfectly trimmed goatee circling his mouth.
Physical Appearance: A tall man at 6’1, Taliesin maintains a healthy weight for a Councilor. What used to be muscle has degraded away to a small bit of fat. He stands tall and proud, wherever he is. Taliesin has a scar just under his left eye, stretching wide across it.
Clothes/Armor: Taliesin wears dark blue robes with long sleeves and trimmed with both gold and white. He usually wears brown suede shoes.
Equipment: N/A
Personality: Taliesin’s best interest is what betters the Imperium and Taliesin, not one or the other. He is fiscally conservative (There are little social issues which are very controversial in the Imperium) and described by his enemies as a warmonger, but not once has Taliesin proposed invading Traya. Has he talked openly about it? Yes, but no official plans have been made. He ultimately cares about the health of the nation, and is the first to take advice from the other councilors, including Arch-General Archon, the head of the military.
Background (Be detailed, must post here): Taliesin was born in Arvall, to Sebastian and Elynor Taye. He was raised in a middle class household and joined the Northern Guard at eighteen, where he served for about fifteen years, rising to the rank of General. At thirty three Taliesin left the army and pursued a career in politics. For seven years he grew more noteworthy in Arvall, rising in the ranks as far as elected officials go, until he was elected as Councilor of Arvall at the age of forty. He has since been re-elected once.
As a head Councilor of the Imperium, one is expected to have a ‘pet project’ or law they work on to improve the Imperium. This project is meant to be original and helpful. While Councilor Constance enacted a law to feed the poor and Councilor Caiden drastically reduced Southern taxes, Taliesin began the Shade Organization, a black ops group the Council uses for secret missions. It is composed of two military-structured units, usually green recruits that show promise and are trained to fit Taliesin’s expectations.
Family/Friends: Taliesin has a wife, Alani Taye, and a son, Tarold Taye who is a Lieutenant in the Northern Guard. He is good friends with Constance Vaughan and most of the Councilors but argues with Caidan Manhaus.


Rules:
Standard rules apply but I will list them anyway.

1. No Godmodding.
2. No Mary Sues/Marty Stus
3. Respect the DM
4. Respect the players
5. Respect the roleplay
6. Listen to the DM

And now, we get to my special rules. That’s right, you heard me. Special.

1. Do not join unless you seriously, truly plan to stick with the roleplay for better and for worse, throughout the entire time it takes to run its course.
2. Do not make a character unless you would present it to your favorite author and expect him/her to nod in approval.
3. I can always help you if you’re having trouble.
4. Are you paying attention? Include the phrase “Ring-a-ding, baby” in your OP if so.
5. If you have any questions about the world, ask me. No matter how trivial. If you want suggestions/help on what your character should be or want to ask me ANYTHING at all, do it.
6. I will only be accepting a limited number of players – that may change when the sheets are in, it may not. No reserving, no submitting an empty sheet with an “I’ll edit it later”. When I accept you, you are in. Not earlier, not later.
7. I will pick apart your character sheet if I need to. Don’t feel bad about it.
8. Welcome Eltee and JV’s lesfest with open arms.
9. That being said, there can be romance in this RP (including the every so kinky PC/NPC relationship) as long as it isn’t dominated by it.
10. This is a mature roleplay, with romance a few select, unfiltered swears. Also, violence, pain, suffering, sad endings.
11. Currently I will accept no late joiners except in the beginning of each of the four acts.
12. You may only DM your character and their family/friends, should we encounter them.
13. While your characters will not normally die, friends or family are not off limits.
14. Enjoy the roleplay.
15. Check the original posting of Aurora REGULARLY for updates, character lists, journals, and a special “News Story of the Day!” a la Mass Effect’s Cerberus news.
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Ring-a-ding, baby.
Hi! I am a UESPF Moderator and you can PM me with any concerns you have, no matter how trivial. You can also use the report button - a feature that draws attention to a certain post and allows us to offer our own input.
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Arch-Mage Matt
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Re: Aurora: Rising Sun

Post by Arch-Mage Matt »

Your Characters

Kerr: Herbert Silverwood
Spoiler:
Name: Herbert Silverwood
Gender: Male
Age: 27
Race: Imperial Human (White)
Class Allocation Points:
Warrior:0
Magician:3
Rogue:0
Archer:0
Speaker:3
Facial features: Brown eyes. A somewhat large nose. Unpronounced cheekbones.
Hair: His hair is auburn. It is of medium length and is natural, not kept styled at all. Small amount of stubble. Dark eyelashes. Average sized eyebrows.
Physical Appearance: Average weight and build. He is 1.65 meters. Tends to have a fairly relaxed posture.
Clothes/Armor: Black trousers with pockets, black boots, black socks and underwear, yellow tunic, black linen jacket with pockets, black girdle with pockets on it.
Equipment: Steel short sword, black satchel, fair amount of money, journal, map of Aurora, apple, one pair of spare socks and underwear.
Personality: Generally a nice caring person. Isn't religious. Left-Wing. Scared of growing old and dying. He likes his parents and siblings but doesn't see them much.
Background: Herbert was born and raised in Epson. He saw his grandfather Julian trip and fall down a set of stairs and die when he was 4 . It horrified Herbert. His parents run a shop and Herbert helped out there until he was 15. He always liked magic, both to learn and use. He had few friends in his home town and even less at Aleron. He made more friends in Malcolm. One of them was Nihon, they even dated for a year but came to the mutual agreement that they were better as friends. They are still close. Another friend he met in Malcolm was Radene. She is also in Erubury with Malcolm. He is going into his last year of study at Erubury. However first he has taken a leave from his studies to relax . He isn't sure how long he will take off but he knows that it will be at least a month. The start of his break coincides with the Tourney of Steel which his sister is going to be in. Herbert hasn't seen her in a year, he has only communicated with his family through letters. He is going to surprise and support her.
Family/Friends:
Father: Mortimer Silverwood. 54. Runs a general store called 'Junk and Treasure' in Epson with his wife. Likes his children.
Mother: Helene Silverwood. 52. Runs a general store called 'Junk and Treasure' in Epson with her husband. Likes her children
Older Sister: Ingrid Silverwood. 32. Member of the Champions. Lives in Overlook with her husband a 31 year old Traymen and fellow Champion called Egric. She is competing in Tourney of Steel.
Younger Sister: Is studying in Malcolm. Really looks up to her brother. They are very close.
Friend and Ex: Nihon Tonbo. Male. Yurisian. 27. Lives in Arvall as a healer. Was in Malcolm with Herbert. They dated for a year and broke up. They are still best friends.
Friend: Radene Telind. Female. Tiberian. 26. Fellow student in Erubury. Herbert thinks she fancies him. She doesn't.
Br3admax: Logan Bladefire
Spoiler:
Name:Logan Bladefire
Gender:Male
Age:20
Race (Tiberian/Human. Remember to be specific; human variants are in the human section):Imperial Human(Mixed)
Class Allocation Points (Start with 3)
Warrior:4
Magician:
Rogue: 2
Archer:
Speaker:
Facial features:Brown eyes, high check bones, shaven
Hair:Short length, reddish
Physical Appearance: average build (I want to be average)
Clothes/Armor:A full set of steel armor
Equipment:Steel sword and shield
Personality:untrusting, quiet, but also easy going once accustomed with others. Logan trusts no one, outside of his family. If he thinks of anything, he will make sure his point gets across. Often surveys areas, and is rarely at rest. Strength is the law, and he often uses brute force to get his points across. He also believes in following the law to the letter. Taking a life is something that is hard for him to deal with. He is not afraid, however, to bend the will of others to accomplish his goals.
Background (Be detailed, must post here): Logan was born in Arvall. Living the life where even a house was the street, Logan's family scraped by. One day, when Logan was 15, the family's debts caught up with them. As Logan wondered the streets of the slums, he heard screams coming from his house. He ran back home as fast as he could, tripping along the way. Logan pushed the door open, slowly, only to find his father dead. He mother sat bare and raped, crying in the corner. His brother and sister were away at the time. His mother grew quiet after that day,wasting away until her death a year later. Logan never found who killed his father and raped his mother, but he vowed vengeance. He eventually joined Councilman Taliesin Taye's guard, hoping to learn more about the inner workings of Arvall. He only joined the Tourney of Steel for one more test. Hoping to find the one that ruined his family someday.
Father:Robert Bladefire, 35 at time of death, went from job to job, the last job he held was unexplained to his family. In reality he worked for the gang that killed him.
Mother:Margret Bladefire, 36 at time of death, knitted clothing for a living. She was usually found with a smile, even in the hardest of times. After the incident, that changed.
Sister:Alissa Bladefire, 20(Logan's twin), went to school the last Logan saw here, finally breaking a long chain of poverty. She expects to marry soon.
Brother:Benjamin Bladefire, 17, is trying to train like his brother. He came to cheer him on.
Sav: Lucus Celsa
Spoiler:
Name: Lucus Celsa
Gender: Male
Age: 34
Race: Tiberian
Class Allocation Points (Start with 3)
Warrior: 3
Magician:
Rogue:
Archer:
Speaker:
Facial features: Lucus has a broad face, with pronounced cheekbones. He has thin eyebrows, and dull purple eyes. Lucus has a normal skin tone for a Tiberian.
Hair: Lucus has hair that is slightly above shoulder length. Like any other Tiberian, it is dull white in color.
Physical Appearance: Lucus is tall and intimidating. He is muscular for his age, and walks with his up. He has a slight hunch that is hard to notice.
Clothes/Armor: A green shirt and gray pants, with gray plate armor over it. He wears a full set except for the helmet.
Equipment: A steel battleaxe with engravings along the head. In a small pack he has a bottle filled with water. He has a small amount of money.
Personality: Lucus is loyal and assertive, who isn't respectful of the laws of Aurora if it gets in his way. He is more individualistic, but can be depended on, if needed.
Background: Lucus was born in Auria, to a mother, father, and older brother. Growing up, Lucus was very close to his brother. Lucus' parents wanted him to become a magician, but Lucus didn't want to, preferring to be able to see the world instead of having to spend all his time studying at a school. He argued with his parents a lot, and ultimately decided it would be best to leave them. He decided to move to Hunwen, and when his brother heard, he decided he wanted to come. So Lucus and his brother moved to Hunwen. Lucus hoped he could become a guard there. At this point he was taking Carmine regularly to ease his anxiety. When others found out about this he was kicked out of the guard. Angered by this, he decided to travel to Caelia to train with The Champions. Lucus ended up getting rid of his drug addiction. Spending 3 years training with his axe, he was able to break free of this addiction, and he found that he was growing increasingly curious about the Eastern Kingdoms and Deadlands. He finally decided to move back to Hunwen, only to find out his brother had lost his job, and couldn't get another. Upon coming home, Lucus heard of this, and decided he would try and help his brother out by becoming a guard for the numerous groups traveling into the Deadlands. Eventually he had made a decent name for himself guarding the groups in search of the crystal fortresses. During a trip, he found that his group did not have enough food or water to last, and they would have to go home immediately. Refusing to, his group decided to go onward. So in the middle of the night, Lucus took some food and water and left, going home to Hunwen. This move eventually ended his career. During this time, the Valerian Scandal happened, which made Lucus even more curious about the Eastern Kingdom. Since he had no way to earn money for his brother, he decided to participate in the Tourney of Steel in hopes he could help his brother out.
Family/Friends: Brother: Marus, 38. Lives in Hunwen. Lucus is very close to him, and is trying to earn money to help him out, since he can't seem to find a job. Marus is extremely poor.
Witchery: Ysmay Durand
Spoiler:
Name: Ysmay Durand
Gender: Female
Age: 29
Race: Human Trayman
Class Allocation Points
Warrior: 0
Magician: 1
Rogue: 0
Archer: 0
Speaker: 2
Facial features: Ysmay's nose is thin and low and rests against her heart-shaped face. Her lips are average sized, her eyes are wide and brown, and the eyebrows that sit above them are narrow and elegant. Her soft cheekbones aren't high, but they compliment her face, flowing gently into her jaw and down her too-pointed chin.
Hair: She has dark-brown (nearly black), unremarkable hair that is almost always combed back behind her ears and away from her face. It falls just above her mid-back.
Physical Appearance: She's relatively tall for a woman at 5'9", and has a strong, curvaceous figure. Ysmay is imposing, yet sophisticated in manner and appearance. Her skin is dark brown and nearly flawless, and she's of average weight for her height.
Clothes/Armor: Ysmay wears the robes of the Holy Sisters: A flowing white robe embroidered with a golden sun and light pink trim. She sometimes wears a pale yellow scarf of the same color that wraps around her head and down her shoulders, mostly when she's outside.
Equipment: When out of the temple, she carries a leather bag that holds a few books on the Pellfolk, ink, a roll of parchment and a quill pen.
Personality: Ysmay is a proud, conservative woman and devout follower of the gods. She is a compassionate person, but often times can seem cold and uncomfortable around those of less desirable status. As a Holy Sister, she is quick and understanding, and quite knowledgeable of history. Ysmay is in every way a woman of the church. She's calm and diplomatic, and prefers to settle disputes with intelligent conversation rather than swords or arrows. She loathes anyone who speaks out against the church probably more than she should. On the same note, criminals and murderers are among her least favored people in the world. The mysterious Pellfolk drive her current church-related research.
Background: Born in Karicia, to immigrant Trayman parents, Ysmay Durand grew up surrounded by the church. From a young age, it has been her dream to serve her religion in some way. Initially joining the Minor Institute of Magic to begin her studies as a Karmage and healer, Ysmay excelled in her classes. She studied for a year before (after encouragement from a fellow student, her best friend Maerwynn) dropping out of the institute and ceasing in her magical studies. She learned many valuable skills there, however; she can heal fairly well, and has a basic understanding of herbs. Ysmay and Maerwynn both joined the Holy Sisters after leaving. They stayed in the temple in Karicia for seven years before Ysmay left to Pellwood. On assignment from the church in Karicia, Ysmay was to study the dangerous witches that lived in the forest around Pellwood. She's been there for the past year and a half, studying the ways of the Pellfolk. It was frustrating work. . there wasn't much concrete information on the coven of hags other than rumors and myths. Ysmay recently traveled to Doreston on vacation from her research to witness the famed Tourney of Steel.
Family/Friends:
Mother - Sybbyl Durand, an herbalist and Trayman immigrant to Karicia. She stills resides there at age 51.
Father - Donald Durand. Deceased; died of illness six years ago at age 50. He was a hardworking farmer and occasional laborer.
Brother - Henry Durand, a warrior. He has a wife and daughter, Jasymn and Krea. They live in Arvall.
Friend - Holy Sister Maerwynn, who studied with Ysmay at the Institute. She resides in Karicia and the two still keep in touch.
Nevaster: Sakhr
Spoiler:
Name: Sakhr
Gender: Male
Age: 30
Race: Human (Ancestry: Tariz Clan)
Class Allocation Points:
Warrior:
Magician:
Rogue: 4
Archer: 2
Speaker:
Facial features: Dark brown eyes, small, thin lips.
Hair: Very dark brown, straight, and nearing shoulder length.
Physical Appearance: Average height, lean, and quite fit. The desert sun has tanned his skin, which contributes to his rather mysterious appearance to northerners.
Clothes/Armor: A dark green tunic with a hood, sometimes worn with a bandanna-like cloth (useful in sandstorms), black pants, dark boots and gloves. All this reinforced with lightweight leather at the shins, forearms, and shoulders.
Equipment: Recurve bow with iron arrows, short sword, and dagger.
Personality: Although he doesn't show it often, Sakhr longs for adventure and danger. He has always been daring, but not in conventional ways. While other brave children might stand up for a weaker boy being bullied, Sakhr would wait and then help the boy get revenge through flawless planning. Even when things aren't going well for him, he maintains a contented countenance and shrugs it off as best he can, masking any remaining disappointment or uneasiness with good humour.
Background: Sakhr was born and raised on the outskirts of Camoran among a small clan of humans whose ancestry is traced back to the nomadic Tariz Clan. This small, yet stubborn group refuses to live in the north like most humans and honours the traditions of their forefathers as best they can. Sakhr's father, a loving man, was a warrior in the city's guard. As a boy, Sakhr trained with a bow, inspired by his father's abilities, and tried hard to exceed expectations. At the age of sixteen, he was stricken with grief after his father was killed by bandits while escorting a caravan across the Sebaran Desert. This tragedy caused him to train harder, and he eventually moved to the multicultural city of Gildas where he became a hunter, making hunting trips further north (usually in small groups) and bringing the pelts and dried meat back to Gildas to sell. After eleven years of this livelihood, wanderlust and a thirst for adventure lured Sakhr away from Gildas and brought him to Doreston, where he found work as a scout, accompanying apothecaries as they searched for medicinal plants and useful ingredients, merchants as they transported their wares through the plains, and officials as they traveled to complete important business.
Family/Friends: Sakhr's mother is still alive and living in Camoran with their clan, almost all of whom would consider themselves a friend of Sakhr and his mother. In Gildas, he has many friends, including some fellow hunters, some traders who would buy the spoils of his hunting trips, and his uncle who owns a cloth business in Gildas and looked after Sakhr after he moved there. In Doreston, a young blacksmith named Joren has been his good friend since he moved there, and some of the local tavern crowd would consider him a friend or acquaintance.
Gideon Dragontongue: Holo’kai Ioc-Itzli
Spoiler:
Name: Holo'kai loc-Itzli (Kai for short)

Gender: Male

Age: 22

Race: Human (Tropical Variant)

Class Allocation Points
Warrior: 2
Magician: Zip
Rogue: 1
Archer: Zilch
Speaker: Nadda

Facial Features: Dark tan skin - part natural complexion, part constant exposure to sun. Eyes are copper-colored with flecks of green. Cheekbones are high and pronounced. Nose is large, but not obtrusively so. A scar runs from left side of brow to right side of chin, marring otherwise handsome appearance. Unobtrusive dark tattooing in a dot pattern around the eyes.

Hair: Hair is dark, worn in a braided topknot and shaved otherwise. Face is always clean-shaven.

Physical Appearance: Tall, broad-shouldered, and very well-muscled thanks to a lifetime spent hard at work at sea. Hands, feet and chest are well-scarred from working with ropes and contact with volcanic glass and coral.

Clothes/Armor: A colorful native-style alpaca wool shawl and kilt, as well as leather sandals. Fine gold armbands, girdle, and neckpiece. A necklace of beaten copper, strung with whalebone beads and sharkteeth.

Equipment: A fishing spear of strong yet flexible tropical wood, with shards of obsidian driven into the business end as a blade. A wooden sword, with a similar construction, but making use of shark teeth as well. A shield, made of one solid piece of wood steamed flat and inlaid with beaten metal in the visage of a jaguar. A trio of obsidian knives, each a carefully honed stone blade with a sharkskin-wrapped grip.

Personality: Highly independent and free-spirited. Possessed of a violent and fearless temperament, willing to sacrifice himself without question for the ideals he believes in. Has a strict moral code, though does not believe in forcing it upon others; however, those that get in the way are subject to removal. His temper itself is swift and vengeful on those who arose it.

Background: Born of the union between a temple priestess and one of her many concubines, Kai was raised within the walls of the temple compound. By the time he was four, he was escaping against his mother's wishes, and by the age of eight was joining the men on fishing expeditions. He quickly became a fantastic swimmer and spearfisherman. By the age of fifteen, he had amassed more kills of sharks and whales than even the most veteran fishermen. When he was sixteen, the tribe's chief died, and Kai's mother, as a senior priestess, was chosen to accompany him to the grave, though not before she revealed to Kai and the entire village that he was in fact the illegitimate son of the chief. Now an outcast from all but his fishing companions, he left the tribe on a mainland trading vessel a few months later. As he worked his way up to the Northern Kingdom for the competition by foot, Kai took odd jobs and mercenary work in order to fund his progress.

Family/Friends: Several half-siblings and numerous friends back on his home island, but none to whom he is particularly close.
JVEleven: Hoshikari Hogo
Spoiler:
Name: Hoshikari 'Kari' Hogo
Gender: Female
Age: 18
Race: Yurised Human
Class Allocation Points (Start with 3)
Warrior: 0
Magician: 0
Rogue: 5
Archer: 1
Speaker: 0
Facial features: Hoshikari has a very up-turned nose, slightly larger than average, pitch-black eyes and very thin lips.
Hair: Hoshikari's hair is medium-length in that it stops just above her neck, the ends curling up below her ears, making her look a bit like she's wearing a shiny, black helmet.
Physical Appearance: Hoshikari is only about 1 meter 55 centimeters, thin, trim and athletic. She is not particularly busty, and lacks her left pinky finger, having lost it after an accident with her bow.
Clothes/Armor: Kari wears a pair of chainmail knickers and a matching tunic, over which she dons a pair of tight-fitting, black pants and a hooded, black poncho, leaving the chainmail visible below the end of the poncho, and her bare arms visible. She also wears a pair of golves and light-footed boots, also black in colour.
Equipment: Hoshikari carries a shortbow around along with a quiver of arrows. She also brings a dagger for close combat, as well as always bringing a copper spyglass everywhere she goes.
Personality: Kari is cautious and secretive, but also a bit of a teasing person. She hides herself by being deliberately provocative and sarcastic, trying to rile people up enough so that they can't ask well thought out questions, but not enough to attack her. She is usually very cool and calm, but gets very rash when she loses her temper.
Background: Hoshikari Hogo hails from a family of 8 children from a small fishing village on Yurised. She and one of her younger sisters was persuaded by two older siblings to run off and try to make a better living for themselves than the poor living conditions in their village three years ago. While her three siblings got by with pickpocketing and petty theft on the streets, Hoshikari gained some renown and infamy as a cat burglar, earning her nickname "The Spyglass for her peculiar habit of leaving an ocular on the windowsill of homes she burgled.

After a reasonable spell of luck in their homeland, the four siblings tried to attain wealth in the Empire, but within two weeks of arriving, two of them got caught pickpocketing and are now in a Pellwood Jail. Hishikari and her big brother have now retreated to Doreston to ponder their next move, and hopefully get some coin off of unsuspecting tourists.
Family/Friends:
Siblings:
Her big brother Hojokosan, 21, is with Kari in Doreston. He is not overly bright or sneaky, and it is primarily his fault that their sisters are now in jail. He considers himself quite the womanizer. The two imprisoned sisters, Ganriin, 20, and Himpe, 16, look very much alike in the fact that they are adequate thieves, capable but not overly great. Himpe is more intelligent than Ganriin, though, and knows a few simple spells to confuse people with in a pinch.

Her other four siblings, all younger than Himpe, still lives with their parents on Yurised.
Dark Eastwood: Aki Ventris
Spoiler:
Name: Aki Ventris

Gender: Female

Age: 42

Race: Yurised Human

Class Allocation Points
Warrior:0
Magician:0
Rogue: 1
Archer:0
Speaker: 5
Facial features: She looks good for her age, having no wrinkles and her skin is well cared for. She wears a little makeup but not too much. She has thin lips, and brown eyes.

Hair:Medium length, plain black hair. She keeps it behind her, and it is well kept at all times.

Physical Appearance: People actually consider her to have a very desirable figure, especially for her age. She takes good care of herself, and is quite slender.

Clothes/Armor: Wherever she is, she wears a black or purple dress. Sometimes, they differ in pattern and style, but it's always black or purple.

Equipment: She carries a keying and a notepad with her.

Personality: Aki will do whatever it takes to get more power. Although, she does take some pride in her body and rarely gets intimate or in a relationship with someone, even for extortion. She cares for the people of Aurora, yes, but she also encourages herself to own a good chunk of it and for people to follow her. She hardly regards the lives of others, unless it reduces her power somehow. She overall just uses her silver tongue to make herself more powerful and get what she wants. But if she is truly friends with you, she is a great friend to have and is very loyal. She doesn't feel uncomfortable breaking the law, but she does it rarely.

Background: Aki grew up in Nirid, and almost never left. She vacationed and traveled some out of the state, but she's lived in Nirid her entire life. She started working for a large smelting business, and in 10 years, she became the Vice President of the company. Her coworkers know she's cunning, but also have respect for her. She hopes to become the Presidentof her company, and eventually become the largest smelter in all of Aurora. She got married when she was 26, but divorced him when she was 30.

Family/Friends: She was an only child to her mother and a mystery father. So yes, she's a [&@%!], since her mother never got married. She slept around a lot, but was quite wealthy. She was an important businesswoman in Saul Kirkland's textile company.
EpicAbroad: Randall Llewellyn
Spoiler:
Name: Randall Llewellyn
Gender: Male
Age: 19
Race: Imperial Human (White)
Class Allocation Points:
Warrior: 0
Magician: 0
Rogue: 0
Archer: 1
Speaker: 2
Facial features: An oval-shaped face, with a rounded chin and large forehead. Bright blue eyes, a longish nose, and a wide but thin mouth.
Hair: Short, messy brown hair that, with its unkempt nature, gives the impression of constant bed-head. He has narrow eyebrows and is clean-shaven.
Physical Appearance: Around five foot eleven, with a fairly thin but healthy frame. Overall, he appears unimposing, and has no overly significant physical traits.
Clothes/Armor: A plain dark blue tunic that is slightly too big, black trousers with pockets, and short brown leather boots. He also has a blue beret which he normally wears in public.
Equipment: A small traveling bag with some money and clothes inside. A longbow and quiver in case of emergency.
Personality: Randall is normally a friendly person, but he tends not to take many things seriously and has a habit of being lazy. He likes to make the occasional wisecrack or sarcastic remark, and will often try to make light of an otherwise serious situation (which has gotten him in the occasional bit of trouble). He also often complains about work, and can get into an irritable mood if in a situation he doesn't want to be in.
Learning from his parents, he developed some skill in speech, and does well at selling goods despite his slacking off. His only major failing in this area is that he is not very good at reading lies, as the rather straightforward business of buying and selling did not give him much experience with that.
Background: Randall was born and raised in Overlook, growing up with his parents and older brother. His parents were trading merchants, and the family lived a middle-class life. As a young child, he often went on small excursions on his father’s trading barge, or assisted his mother in her shop. He preferred the former, but unfortunately for him he had a natural aptitude for the latter.
During his late teens, he took some archery lessons from a friendly local veteran. He still enjoys shooting for sport and practices often as a hobby, and has in fact attained a decent skill at the activity. Currently, he is employed by his mother, assisting in the shop and helping sell goods. He much prefers practicing archery over his job, and does the work reluctantly. After he saved up some of his income, his mother gave him a break to travel to Doreston to watch the Tournament - an opportunity he jumped at (half due just to the time off work). He decided to bring his bow with him as a precaution.
Family/Friends: Sylvester Llewellyn, father, 49. A respectable trader who owns a small barge, and often travels to other port cities to do business.
Elizabeth Llewellyn, mother, 48. She runs a small shop out of the family home, selling assorted items obtained by Sylvester.
Eric Llewellyn, brother, 22. Works full-time with his father, helping out on the barge and learning the ways of trading.
Boris Carson, friend, 51. A veteran of the Northern Guard, he was Randall’s archery mentor and still keeps in touch with him.
Catherine Carson, friend, 20. The daughter of Boris, she met Randall during his training and they became fast friends. She has no romantic interest in him, however. Due to work commitment, she was not able to go to Doreston with Randall, a subject of much disappointment between the two friends.
The-Shadow-One: Griffith Gritknee
Spoiler:
Name: Griffith Gritknee
Gender:Female
Age: 26
Race (Tiberian/Human. Remember to be specific; human variants are in the human section): Tropical Human
Class Allocation Points (Start with 3)
Warrior: 0
Magician: 3
Rogue: 2
Archer: 1
Speaker: 0
Facial features: She has a scar running across her nose, she also has a tiny one on her lip.
Hair: soft auburn hair covers her ears and most of her eyes. It’s often choppy.
Physical Appearance: Not am imposing sight she is lithe and slim, her shoulder and arms have strength to them, wiry strength, she is a bit on the tall side at 6’ 1” but her smiling face takes away from that. Her eyes are a grey blue colour. Her skin has a soft tanned look to it.
Clothes/Armor: She has a leather jerkin with a soft red undershirt; she also has soft moss green trousers and shoes that allow her to keep a good grip upon most types of ground.
Equipment: She has her bow, a book, with ink and quill in a bag, and a pair of daggers.
Personality: She is predominantly slow-acting, sheepish, yawning almost always. She refuses to sleep, and as such will at night be ratty and such, especially when there are others sleeping. Even if she does get a good night sleep there is no guarantee she will be nice.
Background (Be detailed, must post here): Growing up in a rather large family with seven siblings she fought to be the attention of her parents, sadly due to a bigger sister, Kelly and younger brother, José, pushing her out of the light she only had the ‘advantage’ of her nightmares to gain attention, these nightmares stuck with her for the last 15 years, only one in ten nights were blissfully sweet. She turned to magician studying, but stopped after a few months, her nightmares intensifying during that time, her mind turned to archery, something her father used to do in his youth and so she learn from him, she stopped when his hands were full with the younger ones. She turned to roguery and when even she is almost wide awake, she will practice her previous disciplines.
Family/Friends: Her mother and father, Sophia and Davi Gritknee, and seven other siblings, David, Sara, Kelly, Jack, José, Ofelia and Thiago.
Baloth-Kul: Rashmi
Spoiler:
Name: Rashmi
Gender: Female
Age: 64
Race: Tariz Clan/Human
Class Allocation Points
Warrior:
Magician: 5
Rogue:
Archer:
Speaker: 1
Facial features: Big dark brown eyes, a long nose, big lips, a round smooth chin, a somewhat strong jawline.
Hair: None; shaved clean.
Physical Appearance: Slender and beautiful for her age. Smooth dark brown skin, 6'3", long fingers, long legs, somewhat broad shoulders.
Clothes/Armor: Orange sleeveless tunic (w. hood), red cloth scarf, brown leather fingerless gloves, brown pants, red curled shoes, brass armlets/bracelets/anklets
Equipment: Brown leather travel bag (cloth bag [assorted herbs], tomes (3), parchment (20 sheets), quills (3), ink, bread (2 pieces), water gourd, velvet bag [money])
Personality: Rashmi is usually quiet and reserved, but is polite, and friendly. She has a strong set of morals, but a subtle disdain for the church. She is always interested in learning new things, be it history, culture, skills, theory, or anything else, and will go out of her comfort zone to ask and research to find out more. Rashmi is highly intelligent and wizened, but she is not prideful--though she does smile with some pride and satisfaction when she weaves a good spell. She is not quick to anger, but she can be stern and strong when she needs to be. Rashmi is very much independent, as she has lived on her own for long periods of time, and loves to travel.
Background: Born to a powerful family of magicians and politicians in Hunwen, Rashmi led a privileged life, though she was expected to do great things. At 15, she was sent to Aleron University to begin her magical studies. She passed with flying colours, though her family was not yet impressed. By age 27, she had fully graduated and achieved high honours, but her family expected even more of her. She became a professor at Erubury, and published many studies on magical theory. She thoroughly enjoyed her work, but resented her family's influence, and disliked the competitive atmosphere that was projected by her peers and colleagues. Rashmi was both highly respected--and envied and disliked. Many were jealous of her talent, and the attention she garnered from her higher-ups. At age 30, she became Headmaster--very early, even for one so gifted--partly because of her talent, and partly because the university staff wanted to get in good with her family. Rashmi became very busy, with the politics of the universities and the influence of the church, and her family now looked to her to bestow her favour upon other family members attending the magical schools. However, due to her unpopularity, she was ousted from her position.

Rashmi disappeared from the world for 32 years. She traveled the lands, learning and experiencing things on her own, fed up with her regular life, and all of the pressures and barriers that came with it. When she eventually returned from her travels, her family had waned in power and influence, and had since denounced her as a family member. Since returning, Rashmi studied for 2 years at a herbalism college, and moved to Doreston to work as a healer, where she continues to live. Her extended leave of absence was largely devoid of magical practice--mostly research and travel--so her abilities have since become diminished.
Family/Friends: Rashmi effectively has *no* family, but she is respected and on good terms with a few in the magical community--and simultaneously on not as cheerful terms with many in the magical community and within the church, for jealousy of her talent and for her 32 year disappearance, which was seen as being rather irresponsible. Rumors abound pertaining to her where she has gone; some claim she has studied with The Pellfolk, while some claim she is an Apostle. Some fear and hate her out of paranoia.
Leyyuce: Celwyn Tanidel
Spoiler:
Name: Celywen Tanidel
Gender: Male
Age: 18
Race: Human, Imperial
Class Allocation Points
Warrior: -
Magician: 1
Rogue: 1
Archer: -
Speaker: 1
Facial features: Celywen’s face is narrow, his cheeks firm and his blue eyes distinctively almond-shaped. His eyebrows arc considerably and his chin comes to a squared end.

Hair: Celywen’s hair is strawberry blonde, cut to a short yet deliberate length.

Physical Appearance: Celywen is lithe and fit, his appearance proportionate and balanced.

Clothes/Armor: Celywen’s attire tends to very greatly, dress a novelty and source of great amusement for him. Given his knowledge of royalty and urban upbringing, Celywen considers himself quite stylish.

Equipment: Celywen carries a long dagger as a means of protection.

Personality: Celywen, though thoughtful and considerate in private, often times is consumed by youthful euphoria when in public and so finds himself the center of attention. Romantic and lighthearted in play and dramatic when upset, Celywen is free-spirited and independent, his philosophical and political sentiments forged via hours spent in the windowsills of his home.

Background: Celywen was born and raised in the city-state of Valici by Viviana Tanidel, a widow and local museum curator. Constantly at his diligent mother’s side as a boy, he quickly gained an appreciation for history and the arts through his guardian’s intellectual occupation and commitment to educating her single son. Mature and well-liked by his mother’s associates and friends, Celywen enjoyed a blessed childhood.

Once some thirteen years of age, however, Celywen’s interests had broadened beyond those of his mother, and, being an only child, he sought the sense of adventure and excitement which everyday exploration of the city brought. Quite to his poor mother’s horror, he had found his place in a hooligan’s gang by the age of fourteen, Viviana tolerating such foolery given only that he studied diligently during evenings and that she was too occupied to properly intervene.

After one too many run-ins with the local guard, however, Viviana turned to an old friend in righting her son’s course. Erubury University graduate Sestil Redhollow became Celywen’s mentor, directing his rudimentary magical studies and furthering his momentarily abandoned appreciation for literature and art.

More recently, Celywen has traveled to the Tourney of Steel as a spectator and lover of festivity.

Family/Friends: Celywen’s mother Viviana remains his greatest friend and most beloved person, their closeness unsurpassable. Sestil Redhollow serves as the father that Celywen never had, and so is much appreciated and loved both as a teacher and as family. Celywen’s retained companions from his time as a rogue include a Tropical by the name of Retenia and a charismatic, dark-skinned fool nicknamed Lay.


Encountered NPCs:

Imperial Councilors:

Bellia - Serina Perinax: Ex-Dean of Horrigan University, 65.
Camoran - Caidan Manhaus: Elderly libertarian magician, 80.
Doreston - Rebecca Wolfblood: Niece of Valeria Wolfblood, 36.
Erubury - Miriam Aminah: Headmaster of Erubury, 67.
Pellwood - Constance Vaughan: Liberal Councilwoman from Pellwood, 54.
Rowenia - Hadrian Archester: Master Karmage of the Church, 39.
Teneu - Inette Novant: Once general of the Western Sentinel armies, 50.
Theron - Brittany Garnet: Human rights activist, 38.

Allies of the State:

Remy and Krenn: The duo that recruited the PCs into the army, polar opposites. 36, 31.
Fiona Dida: An Imperial Abbess of Theron, 43.
Valeria Wolfblood: The matriarch of the proud Wolfblood Clan, 60.
Fredros Wolfblood: Valeria's second oldest, a warrior, 28.
Cynthova Wolfblood: Fredros's twin, an Erubury graduate, 28.
Lathan Wolfblood: Valeria's youngest, her assistant, 23.

Wilders and other Nefarious Outlaws:

Magicians and the otherwise Magically Affiliated:

Alys Harlow: Matriarch of the Harlow family, Thoren Harlow's mother and adviser, 76.
Kaldar Ishmil: The Dean of the MIM in Aleron, 59.
Warryn Malimyr: Grandmaster of the Gildur Monastery, 57.
Daniel Pollock: The Dead of the Malcolm University, can see into the future, 43.
Magistrate Saadia: The Magistrate of the Thaum Circle, 56.
Cadyce Stanton: Widely considered to be the most talented healer in the Imperium, 74.

The Shades:

Mentors:

Caldo Wan: The offensive magician mentor of the Shades
Green Dyn: The tank warrior and mentor of the Shades
Iyke Syndario: The speech mentor of the Shades
Magpie: The rogue mentor of the Shades

Enemies of the State:

Kathkul the Redeemer: Mysterious red humanoid beast that killed Rebecca Wolfblood.

Unaffiliated:

Cheyenne: Cheyenne Valda, known by most as simply Cheyenne. One of the most famous singer/songwriters in the Imperium, 26.
Mathis Dryer: The author of the Imperial Gazette, 43.
Mirana Thias: The interviewer for the Gazette, 27.
Thorsten Jory: The head opinion writer for the Gazette, 56.
Waldas Wayfinder: Descendant of the Wayfinder dynasty that built the Wayroads, major banker in Sion and right hand to Councilor Jura, 43.


Trayans, Yurisians and Tropicals:

Journal:
1. Let the games... begin.
2. Unit 42
3. I am become death, destroyer of worlds.
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Re: Aurora: Rising Sun

Post by Arch-Mage Matt »

Citizens
Thousands had come to heed the call of adventure, action and gold… the Tourney of Steel, held in Doreston’s Wayfinder Arena, was only a few hours away! An event that only happened once every ten years, the Tourney was one of the most popular events in the Imperium. It was early morning, and the citizens were eager to be able to go to the pre-games festival, a once in a lifetime event that held a little bit of everything the Imperium had to offer.

Dozens of citizens had traveled to the Almond-Grove Inn, a three-story hotel that could house near a hundred people. Its long hall, where the citizens ate, drank and chatted, consisted of a table stretching wide across the room with benches pulled up that could seat dozens. Behind the counter where a few patrons were drinking stood the heavyset, grotesquely uncouth innkeeper, Edwina Almond-Grove. The tavern was alive with talk of the Tourney – and also with talk of Nexon, the mining city to the northeast. The city councilor, Varric Tenson, was expected to have made an appearance in Doreston already, to host the games with his fiancée, Rebecca Wolfblood. Some people are saying that their friends and family from Nexon were supposed to meet them, but never showed, but these are just rumors from common gossips.

Ortha Almond-Grove, Edwina’s pretty fair-haired young daughter, a woman of twenty, wandered the long hall with two large jugs of spiced wine. “Wine, on the house!” She shouted. “In honor of the games, we’re giving away spiced wine!” Some of the rowdier, drunker men were calling for her favor. The girl blushed a deep shade of red whenever one did. Some men in a corner were beginning to start a pool: whoever wins a kiss from the girl wins 100 silver coins, whoever beds her wins 500. The numbers were steadily increasing as more men got involved.

Across the hall stood Ortha’s twin brother, the strapping young man called Orston. The son had a platter of pastries and cubes of meat and cheese, calling “Tasty treats, courtesy of Edwina Almond-Grove! Celebrate the games with a bite to eat, free!” Orston made sure to give snacks to every woman he saw, regardless if they asked for one or not.



Contestants
The pre-games festival was busy with all of the workers and vendors who were setting up their various stalls. One man led a string of horses painted bright colors across the paved stone that surrounded the huge coliseum that was the Wayfinder Arena.

The contestants saw none of that, though. They were stuck underneath the hot halls of the Wayfinder Arena, the Wayforge. The large forge for which the underground chambers got its name was constantly worked by a sweaty old blacksmith that would take any last-minute request for the proper payment.

Dozens of dummies lined the walls, which the melee combatants trained. They were incredibly diverse in appearance. Some appeared to be merely farmers with rusty iron swords and cudgels dressed in leather jerkins. Others were city guards, adorned in the sigils of their respective cities. A few were heavily armors knights, in plate armor that looked as if it could stop the moon crashing into Aurora. There were a few women present, but not many. Most dressed and looked as masculine as the men, except for one woman who stood tall and elegant, in green and white chainmail engraved with vines, who wielded a silver sword that shined even in the dark. This was the famed Lansa Astyr, the Flower Dame, renowned as one of the greatest fighters in all of the three Kingdoms, yet not a very popular one, as she was a staunch opponent of the Holy Church and advocate for the Old Gods.

In one corner of the Wayforge, hundreds of different sized targets lined the walls, and archers of all shapes and sizes shot their arrows towards their chosen target. Some bows were exquisitely designed and more were just wooden sticks.

The jousters were few and far in-between because one had to pay a decently sized tax to be in the jousting part of the competition, so the citizens would get an impressive show from jousters who were serious about winning.

Finally, far separated from all the other trainers, there were the magicians, dressed in different colored robes and clothing. They varied from people who were obviously students and professors at the Colleges, clean-cut, professional and often cocky and overconfident of their own abilities, to those who were obviously Wilders, people who wore patched armor and had various scars. Nobody approached such men and confronted them, though.

There was relative peace, until one skinny man came running from the gates. “The Wolfbloods are here!” He shouted. Valeria Wolfblood, the clan’s matriarch, had four children, and each pursued different paths in life. Chander, the oldest by over ten years, was a scientist (largely considered insane) who surprisingly declared he was competing in the archery competition. Fredros, the second oldest, was a charming and overconfident warrior who had come to joust. Then came Fredos’s twin, Cynthova, a magician who just graduated Erubury University very recently and had come to compete in the magic competition. Lastly was Lathan, who had followed his mother’s path of politics and was not in the Tourney.

The twins walked in first. Fredros was tall and dark-haired, with a soft, round face and a big smile and clad in steel plate armor. Cynthova, who wore curly dirty blonde hair and was nearly as tall as her brother, walked in a simple purple robe. Last came Chander, a hunched, small man who was balding before the age of forty. He had an odd invention he called ‘spectacles’ on his face, and he grasped some strange object in his arms, shielding it from view.
Spoiler:
Go crazy.
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Re: Aurora: Rising Sun

Post by MARS »

The Wayforge

Ettan Coyrle stopped slashing at his training dummy, and turned around to examine the Wolfbloods. He had spent most of the preparation time looking at the other contestants, studying their moves as they trained, and their behavior. He couldn't understnad why they all presented their skills to their potential oponents so readily. But perhaps they had done the same as him; perform a few nonsense moves, so that their opponents would misjudge them in battle.

He formed a low opinion of the Wolfbloods from the moment he heard someone cry out their name to announce them. Anyone being paraded around like that was bound to be full of themself. Fredros seemed stupid, Cynthova gave off an arrogant vibe, and Chander didn't seem like the sort to fight in the tournament. One would be wise to watch him, he thought.

Without letting the Wolfbloods out of his focus, he looked around for Marie Trill, his charge. He was starting to regret that he had allowed her to enlist as well. He was certain that she'd get hurt. But forbidding her from doing so would have gone against his policies, so he had let her.
Last edited by MARS on Sun Dec 09, 2012 8:50 pm, edited 1 time in total.
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Re: Aurora: Rising Sun

Post by Witchery »

Almond-Grove Inn

Ysmay Durand's nose stuck up the moment she entered the inn. The stench of debauchery was overwhelming to a sophisticated woman of the church such as herself. Doreston hadn't been what she expected, with its expanse of farms and plains. Ysmay supposed, however, that she was open to new experiences. Hopefully they would be pleasant ones. She had heard nothing but great things about this famed Tourney of Steel, and decided that she was going to enjoy it. But this inn that travelers amassed in was positively dreadful. There were drunkards making fools of themselves, poor girls being objectified, and worst of all, a disgusting man served the drunks from behind the wooden counter.

By Karic, that's a woman, Ysmay discovered with closer inspection. She was anything but feminine. Ysmay pulled her golden shawl closer around her robes, placing her hands on her leather bag and keeping her coin purse close. Not that she was suspicious of anyone, just . . . better safe than sorry. And besides, only a heathen would steal from a Holy Sister. Taking another look around the inn proved she wasn't safe.

She traversed through the tavern, each step deliberate as she looked as proud and decent as she possibly could. She was careful not to step on anyone's feet. There were many decent people having polite conversation, but the rowdy ones were unnerving to her. Ysmay spotted a shabby looking wooden table with two seats near the corner of the dimly lit inn. Thank Aura, she thought, heading straight for it. She sat down, back rigid, prepared for anything. She just wanted to get out of this inn and spectate at the Tourney. Ysmay set her leather bag on the table, but kept her coin purse within her robes.

Please, gods, make it go faster.
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Re: Aurora: Rising Sun

Post by Sav »

Lucus Celsa was seated on the cold stone floor, with his axe laid beside him. He took the bottle of water he always kept with him out, and took a drink, before twisting his head to look at the Wolfbloods. The Tiberian studied each of them, paying particular attention to Fredros. Perhaps he was overconfident in his abilities? There was only one way to know, and that would be to fight him. Lucus frowned, and stood up, axe in hand. He approached one of the dummies that looked like a guard, and raised his weapon, and began to slash at the dummy. He didn't use his full strength to attack, in case any of the others were watching. Lucus had hoped he would be able to have the others misjudge him.
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Re: Aurora: Rising Sun

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Almond Grove Inn

Aki scanned the room, and moaned. She didn't know anyone in the room, and frankly she expected it to be more classy than a bunch of drunkards betting on who can lay a woman first. Aki approached Orston, with her chin up high in a dazzling black dress. Her entire outfit must have costed a fortune, as it seemed to catch a few wandering eyes in the room. "Give me some food." she demanded.
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Re: Aurora: Rising Sun

Post by Arch-Mage Matt »

Almond-Grove Inn

Orston Almond-Grove smiled and held his tray out for Aki. "What will the pretty lady be having today?" He asked.

The Wayforge

Fredros was amiable, yet very loud. He was calling out greetings to those he recognized and shaking the hands of those who approached him. A large and burly man in steel plated armor approached Fredros and clasped his huge hand in the young Wolfblood's, shaking it up and down like a wet noodle. "Fredros! You think you have what it takes to defeat me?" Almost his entire face was covered by a bushy grey beard.

"The Knight of Seven Swords!" Fredros shook the giant's hand back. "Winners come and go, I'm afraid. You had your moment ten years ago, my friend. It's my turn." The Knight of Seven Swords was a legend among fighting men; he was the champion of the jousting competition ten years ago and had come to compete again.

The other Wolfbloods were less sociable. Cynthova walked to the magician's corner of the wayforge, every step a seductive saunter. She paid no attention to anyone trying to greet her. When she reached her destined location, purple fire erupted from her fingertips and danced towards the nearest target. Chander managed to avoid the crowd's attention altogether, sitting on a chair hunched over the mysterious object in his hands. Chander's eyes flashed white when the light hit his face due to the bizarre glass invention he wore.
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Re: Aurora: Rising Sun

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"Please, nothing meat based. Maybe some fruit or cheese." Aki snidely requested. She looked for someone, anyone, who she would feel comfortable talking to. She felt that not speaking to anyone and standing alone made her look weak. And she didn't want to look weak in front of a crowd.
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Re: Aurora: Rising Sun

Post by Arch-Mage Matt »

Orston picked a cheese cube and offered it to Aki. "Remember the name: Almond-Grove Inn. Tell your friends!"
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Re: Aurora: Rising Sun

Post by Witchery »

Almond-Grove Inn

Ysmay noted the serving boy and the woman that was speaking with him. He had food, she had coin . . . and she found that she was quite hungry. Dusting herself off and pushing in her chair, Ysmay grabbed her bag and walked towards Aki and Orston, hoping to find something edible for sale.
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Re: Aurora: Rising Sun

Post by The-Shadow-One »

Almond-Grove Inn
Griffith Gritknee yawned once more, the 13th time in the last 3 minutes, her eyes had bags, large and sunken. She grumbled. She was sluggish and slow, her weapons, all but her bow, were all in a bag at her feet, she made sure to keep it out of the way of others. She wanted something to keep her awake, something to stop the sandman taking her away to the dark place once more.
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Re: Aurora: Rising Sun

Post by DarkEastwood »

"Yes... Yes I'll tell them..." Aki replied, who while was delighted by the good service, had no intention of telling any of her friends about the inn. She silently gulped down the cheese cube, then peered over at the approaching party goer. She waited to see what the woman was going to do, desperately wanting conversation.
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Re: Aurora: Rising Sun

Post by Witchery »

Ysmay looked over the selections, before picking a piece of cheese up without waiting. She took out a coin from her coin purse, and put it on the table as a tip for Orston. She ate the cube quietly, before turning to the woman who had been served before her. Politely, she asked, "Are you here for the Tourney as well?" Ysmay was a difficult book to read; her face remained pleasant and calm as she asked. She, too, was yearning for conversation with someone decent, and this woman looked the part.
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Re: Aurora: Rising Sun

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Aki gave a very slight smile, happy that she found conversation. Or more so, conversation found her. "Yes, I find the idea of something happening every ten years to be thrilling. Can't miss quite a spectacle, can we?" Aki replied, trying to hide the fact that she really didn't know much about the tourney and really was just there to say she was there. She wanted to make new friends, and this new acquaintance seemed to have caught her eye. She brushed her dress with her palms as she spoke, hoping to impress the woman.
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Re: Aurora: Rising Sun

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Ysmay was pleased to find the woman was polite and well-spoken. She had the slightest inkling that it would be rare to find theses traits in a place such as this. "No, I suppose not. To be truthful, this is the first time I've ever been to this festivity," Ysmay said, smiling. She relaxed a little. "I'm Ysmay Durand, Holy Sister of Pellwood. I'm happy to make your acquaintance." She extended her hand, withdrawing it from her robes. Ysmay was still smiling as she said, "I invite you to join me. Quite boring, sitting alone in this . . . tavern."
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Re: Aurora: Rising Sun

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Aki warmly accepted the handshake. Her handshake had been perfected over her many years of business and experience, and this handshake was as good as any of her others. "I'm Aki Ventris, Vice President of Capital Smelting in Nirid. I've always wanted to visit Pellwood, but never found the chance to. And a Holy Sister? That's delightful. Are you a talented magician as well?" Aki asked. She snatched another cheese cube off the tray Orston was holding, then softly put it into her mouth. She was half starved, having her last meal nearly 12 hours ago.
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Re: Aurora: Rising Sun

Post by Kerr »

Almond-Grove Inn

Herbert sat at a free table with a bottle of wine he just got. He began looking around the room at the people there.
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Re: Aurora: Rising Sun

Post by Witchery »

Aki's handshake was surprisingly firm, as if she'd done it many times before. "Nice to meet you, Aki," Ysmay said sincerely. "Talented? Hardly. I know a useful bit of healing, though. I'm no mage." Ysmay grabbed another piece of cheese as well, before motioning towards the table she had been sitting at before. A man was sitting at the table next to it with a bottle of wine. "I'd love to hear more about your work." Ysmay said, smiling. If Aki was for it, polite conversation and getting to know a stranger would be a great way to pass the time until it was time to go to the Tourney.
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Re: Aurora: Rising Sun

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Aki sat down at the table, rather elegantly. She shifted her chair a bit, making sure the wood was well placed to her comfort. "Well it's rather boring to talk about, seeing as I mainly handle business relations and all the fancy work at a smelter. But the job is rewarding, as it more than sufficiently pays for everything I need to live in the city." Aki boasted, as she swept some small dust particles off her dress. "But I'm sure being a Holy Sister offers its benefits too."
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Re: Aurora: Rising Sun

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Ysmay nodded, intently listening to Aki. How interesting, someone with a job so drastically different from her own. "Oh, that's very interesting," Nodded the Holy Sister. Ysmay didn't much like the idea of smelter-work, or business work . . . but certainly it seemed to work for Aki. "Yes, being a Holy Sister is quite rewarding. Not only spiritually. I've learned so much from tomes and the like, and I quite enjoy scribe work. The research I partake in is especially intriguing." She hinted at her work with the Pellfolk, without going on to much about herself. Ysmay was always afraid of seeming self-absorbed, though she was by no means vain. Worrisome, maybe. But not vain.
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Re: Aurora: Rising Sun

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Aki tuned in to the fact that Ysmay was a knowledgeable person. "I wish I had time for worship and praise. Would you believe that my mother never once took me to a temple? That partially changed over the years once I left her custody. My house back in Nirid has a whole few bookcases full of tomes. However, I rarely get to divulge into them, seeing as how my line of work requires lots of attention." Aki informed, trying to impress the religious scholar. She wasn't very fond of the deities of Aurora, but wanted to sound interested in Ysmay's line of work. "Do you have any idea when the entertainment begins?" Aki asked, trying to change the conversation.
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Re: Aurora: Rising Sun

Post by Kerr »

This is going to be a long wait. Herbert took a gulp of wine before setting the bottle down. He opened his satchel and began routing around for his journal. He pulled it out but it knocked out the apple that was in there. The apple rolled under the table where Ysmay and Aki were sitting. Herbert dropped the journal back in the satchel and closed it over with one hand. He got down on his hands and knees to look for his apple.
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Re: Aurora: Rising Sun

Post by Witchery »

Ysmay said, "No, I'm not quite sure. A few hours, to be sure." The Holy Sister was about to speak when the apple rolled underneath the table, and she looked up to see where it came from. A man was on the ground, so she assumed it belonged to him. She reached down and picked it up. Wiping it off, she said, "Is this your's, sir?" She greeted him with a smile.
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