Terrier B
Elephants can smell water.
The word itself means, 'Ambition', in ancient Athstonion*.
This world was born of a shared effort. Something was given from each of the great Seraphs* of the world. Some gave their hopes, a few gifted ideas, others a literal piece of themselves. It all combined to create the world we know as Athelston.
In the 100th year of Athelston's existence, Hereward the Hue* was gifted a divine vision, from the great Seraph Tattersall. Tattersall told Hereward that Athelston was rotting, it was dying before their very eyes due to disorder and chaos. To thrive, it needed order, strong leadership and clear direct charters. The Hues must be clever, and rule Athelston through their common sense and natural born intellect.
Hereward, not wishing to disobey such clear words of wisdom from the most powerful Seraph, took these words to heart. It took a further Year-and-a-day precisely for the laws of Athelston to be created and implemented throughout the lands. It has been ages since then, and centuries upon centuries have eroded and erased the more intricate and superfluous details of the original Charters. However, the singular and most important rule remains abundantly clear:
The Cerebrals are the only ones capable of upholding and maintaining the near impossible task of ruling Athelston.
The Crafters labour for not only the benefit of the Cerebrals, but for the betterment of Athelston as a whole.
And that's that.
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MAP
Locations of Note:
N - North
S - South
W - West
E - East
C - Central
Crafter Towns:
MAP
Locations of Note:
N - North
S - South
W - West
E - East
C - Central
Crafter Towns:
Trud - SE
Sparril - SE - A rather small primarily Fishing based town.
Last Beacon - SW - Aptly named. The Southernmost town, Crafter or otherwise, in all of Athelston.
Ashy End - SW - A very scenic farming Town. The views from the peninsula are beautiful.
Bargate - SC - A lively place. One of the largest of all the Crafter Towns.
Driftwood - EC - A Town that should be pretty, but has gradually become otherwise.
Gibbet - NE - A lumber town, it provides building materials to Cerebral cities.
Cerebral Towns:
Illumia - NW - Athelston's capital. The most densely populated city in the whole country.
Overing & Aurora - CC - Linked Cerebral Town that respectively operate and maintain the Toll Bridges onto Illumia Isle.
Orion - WC - A very pretty Hotspot. Many of the wealthier Cerebrals own Summer Homes here.
Millifields - NE - A City that rests quietly on Feste Island, very pretty, a lot of the Cerebral creative types end up here sooner or later.
Balm - NC - A working sea port that's additionally trying to behave as if it's a Holiday resort town.
Extra Notes:
- I forgot to add one of those scale thingies, but the Western most point to the Eastern most point is about, 1000 miles Wide. And the Northern most point to the Southern most point is about 850 miles long.
- Just because some places on the Map appear seemingly empty, this may not be the case. There are various small villages, odd standalone houses and farms dotted all over the country. But the places that appear on the map are the most densely populated and relevant locations to our particular tale.
- There is further Land to the East of the Silver Pine Mountains, but (I'm too lazy to create lore for that too) it's not where our characters are gonna be going, therefore, it's just not that relevant currently? I have a feeling I'll flesh it out a bit as we go, but for know. All you need to know is that it's a generally warmer more Mediterranean-like country, and their leadership thinks the Cerebrals are stupid so they don't get mentioned a lot in Athelston.
- Crafters can and do live in Cerebral Towns and cities, they need maids, Aides and servants of course, but their dwelling will be lesser in every sense of the word.
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The Cerebrals
A Cerebral is effectively, a very very lucky person. The upper class of Athelston, the Cerebrals commonly dwell more in cities than anywhere else (Although there are of course always exceptions). They come from families that hold long lineages, that can be traced back centuries, some even claiming to be direct descendants of Hereward. Cerebrals make up the entirety of the Athelston government, and dictate what exactly should be done, because they just know best. If they are not a person of politics, Cerebrals otherwise maintain hobbies and careers of a more creative and intellectual pursuit. Passions like Fine art, poetry, philosophy and music, for example.
The Crafters
Crafters, are the lower class citizens of Athelston that rely on a honed Craft to keep not only themselves, but society at large, afloat and in good working order. Crafts are usually passed down through generations, but there are sometimes special cases here and there. For example, if a blacksmiths child shows no natural talent at smithy work, but can Thatch a roof in a matter of minutes, then what better way to solve the problem by marrying her off to the Thatchers son? And thus, everyone's happy, and all things are kept in good conventional order. Crafters live to serve Cerebrals, and Athelston as a whole.
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Magic and Mystery.
Magic in the World of Athelston
Magic and Mystery.
Magic in the World of Athelston
Magic does exist within Athelston. But, to mortal men, it is an extreme rarity. If you whittled it down to an exact percentage, magic appears and gifts itself to about 1% of the Athelston population. And even then, it is a lowkey not too powerful version. An Athelston Hue with magical capabilities will at best, most likely be able to do something as sporadic and mischievous as make a cat bark, or turn a spinsters hair green for an day. But any true power that wanders further than those mere parlour tricks is a ability only the Seraphs are capable of. Magic is truly more of a godly concern. It is their creation and property to do with it as they will. If a Hue is in possession of magical quirks, it is oft said to be a special gift from the Seraphs.
The Seraphs
The Seraphs are the main deities and religious-like figures of the world of Athelston. They revolve around themes and elements from the natural world, and have had little to no actual contact with Hues. Now, despite what Cerebral history has told the rest of Athelston, Seraphs are not the direct divine deities and powers they have been otherwise made out to be. But, and this is important, our characters do not, know that. Yet anyway.... This story takes place at a point in history where religion and Seraph worship is more or less similar to how religion is perceived and carried out in the modern world. Some people go absolutely head over heels for it, and believe it without question. For others, and most, it is simply something that's there, and has always been there. We're aware of it, but that doesn't necessarily mean we believe it word for word.
The following are the known and most widely worshipped Seraphs of Athelston.
Tattersall
The Greatest of the Seraphs. Historically known to have gifted Hereward with a vision and wisdom of leadership all those years ago.
Haf
The Seraph of the Water and Seas.
Himmin
The Seraph of the Sky.
Voss
The Seraph of the Woods and Forests.
Dagny
The Seraph of the Dawn
Ilta
The Seraph of the Night.
Esen
The Seraph of Storms and Thunder.
There are in fact countless other Seraphs. All of changing familiarity and power. They vary in precise specifications, and the more niche its given subject, the more likely it'll be a particularly localised deity.
The village of Trud is a small, but merry enough little hamlet. At a rough estimate, it has a population of around one thousand or so? It is not a jam-packed overcrowded sort of place mind you. All it's houses, businesses and and residents are happily spread out just enough. It is a relatively varied Crafting Community, with no one specific craft being its speciality, unlike some other places in the world. The village sits happily atop the river Fødested, and resides around three or so miles from the cusp of the Coille Forest.
The Great Big Evil Bad
(Working Title)
(Working Title)
I don't want to spoil too much with it, as it's something our characters will learn more about themselves as the story progresses. But lemme tell ya, it's a big ol' evil bad bad alright. It starts physically, as a literal poison that begins to start seeping its way into the very earth. It poisons crops, kills trees, spoils water wells, and in general ruins everyone's day. No by pure coincidental happenstance, and due to the fact that the majority of Crafters carry out relatively rural professions, the people who are upset and initially troubled by this corruption are going to be the Crafters. It'll destroy rural communities first before it reaches the big cities. This of course, includes our little merry gang. Their lives will be uprooted by the poison, and they'll find themselves having to up-sticks and move on from the only place they've ever called home.
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*Dictionary
*Dictionary
- Athstonion = The ancient language once used commonly across the continent. Now the common tongue is used widely.
- Seraphs = Effectively a God, but not quite as all-powerful and divine as commonly thought.
- Hues = A term for everyday mortal men of Athelston, Crafter and Cerebral alike. Our equivalent would be the word 'Humans' ( I just thought Hues would sound cooler)
Other
Here lies other notes and extra details that I just didn't know where else to fit exactly.
Here lies other notes and extra details that I just didn't know where else to fit exactly.
- The ratio of Crafter to Cerebral in Athelston lies at about 70% Crafter, to 30% Cerebral.
- In the world of Athelston, gender privilege and preferred sexual orientation just aren't big deals. They are simply not issues. You can be whatever you want to be with those regards in Athelston and nobody's going to bat an eyelid.
- This Lore page will regularly be added to, I shall make a point of announcing any significant changes.
- Just to keep things neat and tidy, This will be a page just for Lore and information. If you have any questions or suggestions, please either talk to me directly or put it up to discussion in the OOC.
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