Baconhands
The Traveller
As it stands, the Nineteen Islands are roughly at the technological level of Renaissance Europe, minus the gunpowder. The sexes are considered equal, and have been universally for the last century or so.
The Commonwealth: Strength in Unity
The Commonwealth is located in the South East of the Nineteen Islands, sharing one of the largest islands with its chief rival, the Kingdom of Fire. Made up of twelve previously independent states, the seven founding members originally joined together to hold back raiding barbarian tribes from the North and the ever encroaching military might of the Kingdom of Fire to the East. It is a diverse country, with many of its citizens identifying more with their own state than the Commonwealth itself. For most purposes, the twelve nations are virtually independent: each has their own form of government, their own military, and their own customs and traditions - they are linked intrinsically through their economics, a common language (known as Common), and an intimate military history that stretches back to the Fourth Century ADW (After the Dragon War). A Grand Council, with the heads of each state, meets three times each year.
This country is fortunate in that it is blessed with many rivers, natural harbours, and predictable climates. It is at the centre of the religious world through the Haven, controls many trade lanes through the Merchant Republics and boasts some of the best military leaders thanks to Arenthor and Norgard's heritage.
The original seven states, that is Arenthor, Norgard, the Haven, the Platinum Consulate, the Union, Silverun, and Arbor, began expansion efforts early in the seventh century ADW, beginning to colonise the largest island in 643 ADW and partaking in a bloody crusade against the barbarians to the North. This culminated in the subjugation and subsequent addition of the Yuronn and the Fenn in 728 ADW.
The three latest states to join the Commonwealth are the Watchers, Bretton, and Lumia, who broke away from the Kingdom of Fire and joined the Commonwealth in 783 ADW.
- Platinum Consulate
- Arenthor
- The Haven
- Norgard (WIP)
- The Yuronn and the Fenn
- Silverun, Arbor, and the Union (WIP)
- The Watchers, Bretton, and Lumia(WIP)
Consuls are proud people who flaunt their wealth and this is shown through their clothing. Often they wear regal and bright colours, such as purples, golds, and reds.
They are not beyond helping the poor and needy, seeing it as a way of circulating money through the economy through the purchase of "simpler" products.
Arenthorians, value pride; a citizen should be proud of their accomplishments, of their country, and of their families. But they should also recognise when they are assisted; there is no greater shame than not acknowledging when help is received.
The Haven is a Theocratic Republic. Only priests can hold powerful positions in the Haven. They embrace the eleven teachings in their entirety and children are expected to recite them from a very young age. The Haven, however, is not a nation of fanatics and appears more of a gentle, but vocal, moral compass for the Commonwealth than a militant arm for its religion. The Haven holds many artefacts in their vaults and tombs, including many tomes that they claim are from before the Dragon War and have been written by the divine beings, the Aspect Dragons, themselves. Even the Kingdom of Fire recognises the Haven as a centre of religion in the Nineteen Islands.
Norgard has always played second fiddle to Arenthor: it has never had the population to take the leading role in military matters, but its population has recognised this and has adapted to ensure they always have a say. Their society is built on honesty, honour, and a great respect for those that have given their lives in the service of their country. The country is a feudal monarchy, currently with a child monarch whose duties have been delegated to a regency council.
The Yuronn and the Fenn share a great deal: a great respect for nature and the forests they call home, as well as great reverence for their ancestors. Both are made up of decentralised tribes and a few settled towns which are located mainly along the coasts. It is considered a right of passage for maturing youths to head into the forests and not return until they have tamed a companion. It is said for a foreigner to attempt such a trial that they will be cursed, but by what and what these curses do, not even the elders know.
These three trading republics are strong economic powers in their own right, albeit overshadowed by the prosperity of the Platinum Consulate. Founded along waterways and natural harbours, these three states have strong naval traditions, and large trading presences across the Nineteen Islands. They have cooperated with each other since far before the founding of the Commonwealth, since these were the three nations that were most frequented by raids from barbarians and the Kingdom of Fire.
Their landscapes are similar, with lush, emerald hills in land and pleasant Mediterranean climates and beaches along the coasts.
Funnily enough this is a WIP also!
The Empire of Alba: The Family of Nations
The county of Connacht was, by a large margin, one of the weakest provinces on the island of Alba. Count Lyanell, born in 618 ADW, a man of political tact, negotiated several alliances with the kingdoms of Sverge and Skotija, as well as marrying his children to prominent nobles in the kingdoms, including betrothing his grandson to the King of Skotija's daughter. Using these alliances, Lyanell conquered the rest of Alba and proclaimed it as a kingdom two days before his death.
Lyanell's successors were ruthlessly effective in bringing its neighbours under the Kingdom's rule - war, assassinations and political marriages (as well as combinations of those three) led to the formation of the Empire of Alba. There are six Kingdoms within the Empire: Alba, Skotija, Eyra, Sverge, Regaln and Volk. The current Empress of Alba is queen of three of these Kingdoms; Alba, Skotija and Eyra.
The Empire, in itself, is a feudal monarchy. The country is run by the nobility, though local councils (elected by the populous) advise the nobles. Women only recently got enfranchised in the Kingdoms of Alba, Skotija and Eyra, following a crisis that would have led to a different dynasty inheriting the title of Emperor/Empress.
The Kingdoms act independently of one another in every capacity, linked together only by a sense of comradery and a shared Emperor or Empress.
The people are hardy folk, tempered by storms that batter their island. The kingdom has a large navy, the third largest in the world, and their traders are renowned across the Nineteen Islands.
Volk is an elective monarchy, and anyone can become the monarch of Volk. Once the current king or queen dies, a spirit, known as the Ever Watching, chooses who it thinks would be the best monarch from the remaining population. Many tournaments are hosted up and down the country to try and improve standings with the Ever Watching.
Since the last monarch's death, a new monarch has been selected, however they have not come forward to claim their crown.
These three kingdoms were the first three to make up the Empire of Alba. They are culturally similar, as much as any of them would hate to admit it, though each bares a strong national identity.
Alba is a mostly flat country of emerald green pastures, fields and plains. They pride themselves on being the founding nation of what is arguably the strongest country in all of the Nineteen Islands. The nobility are politically savvy, and it is considered an inactive year if at least one member of the monarch's council hasn't been replaced by a rival. Despite this infighting and squabbling, the country is fairly stable: while the nobility have eyes for one another's positions, they are much more interested in ensuring that the other kingdoms do not get ideas of independence.
The cities and towns have come a long way since joining the Empire, with many flocking to them for work and protection. Their society has become significantly more pacifist in the last seventy years.
The Kingdom of Fire: The Phoenix Reborn
This is the second time the kingdom has emerged. The nation, in its current form, did not exist forty years ago. It dissolved due to rising national sentiments, and due to the poor treatment of lineaged other than those of the Aspect of Fire. Break away states fell into the hands of the Commonwealth, and what little remained fought many campaigns to reclaim the lands that were lost.
The country is named for the aristocratic lineaged families of Sendrin, the Aspect Dragon of Fire. It is indoctrinated into the population that this Aspect Dragon is the purest and therefore should be the most worshipped. The lineaged families make up 0.1% of the population and control everything from politics, to religion and education. Purity is all that matters in the Kingdom of Fire. Those that are fortunate enough to be born a lineaged of Sendrin are given priority in every field of life: better houses, better schools, better living conditions, the first choice of slaves on the market, provided they prove useful.
The preferred form of punishment in the Kingdom is enslavement for a period of time befitting the crime, ranging from only a couple of days for thievery to decades and lifetimes for murder and treason. Should somebody die before their sentence is completed, then the person's closest living relative takes up the mantle of paying the criminal's debt to society.
The Kingdom employs many powerful warbeasts, such as hydras, and there is frequent border friction with the Commonwealth. The entire country is jingoistic, and ambitious.
In the Nineteen Islands, magic is inherent to, and can only be performed by, people called lineaged. These people are born with draconic scales on their bodies, typically in small clusters on one on their forearms though, in rarer cases, scales can appear elsewhere on the body also.
Lineaged people can trace their bloodline back to one of the ten Aspect Dragons who created the world.
Magic is physically and mentally straining, and in general spells are inherent to a lineaged: their bodies are prepared to cast magic, but it is a matter of learning the words and techniques necessary to unleash said magic.
Spells can have all manner of effects, but a lineaged could only cast a spell associated with their bloodline. For example, a lineaged related to the Aspect of Lightning would be able to call down a bolt on their enemies, or one related to the Aspect of Fire might be able to transform into a phoenix.
Across the Nineteen Islands, roughly 0.1% of people are lineaged. It is widely recognised that scales mean somebody is lineaged, and only in the most isolated of communities (say in the native tribes in the Commonwealth colonies) would somebody not know this.
Name Scales Aspect Sex Cults Awramaar Gold (Lineaged are purple) Arcana Male Cult of Chaos Sidabrinis Silver Luck Female Cult of Life and Death Zalvaris Brass Earth Male No major ones Nixhem Bronze Metal Female No major ones Bakrit Copper Light Female Cult of the Sun and Moon Olikah Green Poison Male Cult of Alchemy, Cult of Medicine Sendrin Red Fire Male No major ones Selta White Ice Female No major ones Tamsus Black Darkness Male Cult of Night and Day Arbuzs Blue Lightning Male No major ones
There is one religion in the Nineteen Islands: the Aspect Dragons. This religion teaches that ten divine siblings known as Aspect Dragons created the world and all the creatures in it. Roughly eight hundred years ago, the Aspect Dragons fought against each other in a conflict known as the Dragon War, and broke the continent they had created (known as Euross) into nineteen pieces. Horrified at the destruction they had caused, the Aspects then sent themselves into exile, never to return to the Material Plane.
The religion is certainly ambiguous in some areas, and this has been encouraged to a degree by the Haven to make the various Aspect Dragons seem more appealing. One example of this is the Aspect Dragon of Poison also being the Aspect Dragon of Alchemy and Medicine.
However, it is accepted by all inhabitants of the three countries that the Aspect Dragons exist and that they control their primary Aspects.
It played out as she remembered; it began with an explanation that the ancient civilisations that had inhabited Euross were created as a way for the Aspect Dragons to settle disputes. Each was led by a family of lineaged, the first human descendants of the Aspects. While the Aspect Dragons could not intervene directly, they often directed their other children, such as the dragons, to assist the human kingdoms in their fights. Nixhem and Arbuzs, the Aspects of Metal and Lightning respectfully, were in conflict, and thus their mortals were embroiled in war. The reason was never explained fully in the book, and Kadri could never recall any priests of the Haven giving much guidance on the matter either.
Every battle was lost by Arbuzs’ kin, and soon his kingdom faced destruction. While it was never mentioned, Kadri always felt like her forefather would have tried to sue for peace, seeing how desperate the tale describes the war had gotten. The lineaged of Arbuzs, as written in the Saga, cried out for deliverance, as their enemy was soon to destroy their kingdom in its entirety, besieging their final city. Arbuzs answered, crafting an artefact of such great power that the besieging army was scattered in a day and his mortals were able to reclaim all land lost and soon it was Nixhem’s country that was facing destruction. Pride always swelled within the young lineaged as she read this chapter, but also a great sadness.
Arbuzs’ success worried the other Aspect Dragons; Awramaar, Aspect of the Arcane and oldest of the siblings, and Selta, Aspect of Ice and the calmest of them all, tried to intervene and mediate a peace. But other forces were at work. Olikah sensed an opportunity to permanently reset the balance of power in his favour and joined Arbuzs in creating an artefact for his mortals to use. Three others took after him, forcing the hands of five others, who took to the mortal plane to stop the destruction of their people.
All ten of the Aspect Dragons were soon embroiled in conflict, leading their people in war against each other. The final chapter culminated in a battle where all ten clashed.
The description of this battle always disappointed Kadri, for it was vague and broad in its scope. But the moment the siblings realised their folly always made Kadri take pause. The story ended with the continent shattering, and whole armies and cities falling into the abyss that the gashes in the world created.
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