Opening Post
LurkingWreck
Smol Birb
- Location
- Norway
The Fourth Lilac War is over. For more than a century the Silmuna Emperors of Anbennar, foremost amongst the venerable Silver Families of the Empire, have attempted to place themselves upon the throne of the western kingdom of Lorent. In the end, the vast quantities of money, manpower and influence poured into the endeavor proved insufficient. The hated Siloriels still sit upon the Lorentish throne, and the prized Grand Duchy of Dameria lies dissolved. The Silmunas now flee to the far corners of Cannor to avoid extinction, while a usurper sits now upon the Dove Throne, basking in the rewards of a terrible betrayal against his former liege lords.
The Empire would not accept such a grand betrayal lightly, yet even after twenty years of further and bloody warfare, a pitiful stalemate has been reached. The supporters of the old order and the noble Imperial House of Silmuna, the Moon Party, have failed to drive back the Usurper or his allies. The Lorent-aligned Rose Party however, finds itself splintering and dissolving in the wake of Dameria's demise, lacking a common enemy to focus upon. The new Wexonard Emperor, Lothane III sil Wex, does not have the strength alone to enforce his will upon his defeated enemies. He now rules over an Empire more divided than ever, with darker storm clouds gathering on the horizon…
Hello all, and welcome! Welcome to a game of warfare, betrayal, dynastic shenanigans and political intrigue set in the fantasy-equivalent of the Holy Roman Empire. Those of you already familiar with the setting of Anbennar need no further introduction than this, but for those interested in the game but with little knowledge about the setting, below I will provide a bunch of historical, theological and cultural information in regards to the Empire of Anbennar, the various component nations of the Empire, the Regent Court and the Eight Schools of Magic. If still that is not enough to satisfy your curiosity, a link to the Anbennar wiki will be provided. Most information on it is still valid, though it must be warned the wiki is incomplete and a tad disorganized, with certain information scattered about on multiple pages. Any further lore questions you may have need only be asked in the GSRP Discord and I'll endeavor to answer them as best I am able.
Given the nature of the Empire of Anbennar, this game will be more character-focused than is to be expected of a GSRP. Players will make applications as either a "canon" ruler of a particular duchy or the like, or may create their own landless original characters which are more free to travel around the game map, serving in capacities as advisors or commanders for the more stationary ruler characters, among other things. Roleplaying will be a vital component for both, and I encourage everyone to write IC posts and collabs where able.
GSRP Discord Link
-General Rules-
-Turns and Time-
The game will be divided into real-life two-week Turns, with each Turn of in-game time amounting to as little as a few months to a few years, depending on the level of warfare activity within the Empire. This will be judged on a case-by-case basis by myself at the end of each Turn.
During a Turn, players will do a number of Actions. Actions will be rather freeform in what you are allowed to attempt with them, but you will be limited in their quantity. Examples can range from conducting some sort of raid, to reforming your realm's bureaucracy, to sponsoring mages to cast spells or research new arcane secrets. You may even split up actions to cover two or more subjects, but be warned that this divides your time and resources on two different matters, lowering the effectiveness of both. Be warned that if you divide an Action up too much nothing will get done at all.
-Characters & Actions-
If you are a landless character you will be granted 2 Actions to do with as you please, with some limitations. You are after all at the day a single person. You have a hard-cap of 150 words per Action sent in during a Turn.
If you are a normal Prince of the Empire, that is to say someone ruling over a territory within Anbennar, but you are not among the ranks of the Elector-Princes or the Emperor, you are given 3 Actions. As a landed character, you are not constrained by hard wordcount limits, but please try to keep your orders reasonable. As the ruler of a nation your actions can be more widespread, but they cannot affect areas outside of your own control, with one exception I will get into later.
If you are an Elector-Prince of the Empire, you gain a total of 4 Actions to spend every Turn. As an Elector, you are expected to represent the interests of a particular region or race living within the borders of the Empire, and your fellow Princes will often look to you for local leadership in times of crisis. When the Emperor dies you will all gather at the Moon Council at the foot of the Moonmount to elect the next Emperor from amongst the rulers of the Empire.
Finally, if you are the Emperor you are graced with a total of 5 Actions. You are the nominal ruler of all of Anbennar, and in theory the Princes as your subjects and vassals must obey your commands. However, the reality of the situation is that while you have some broad legalistic rights, your power to enforce decrees ends at the borders of your personal domains. The Emperor can initiate attempts to reform the Empire and centralize power around himself, but it will require much time and the consent of the Princes to be accomplished.
To prevent the Empire from becoming a musical chair of Electoral titles switching hands, another method to gain an additional Action per turn (independent of your Action gain from being an Elector or the Emperor) is by strengthening your personal domains via for example military expansion, economic development, political reform, or dynastic inheritance. There will be no set threshold one needs to cross or points to gather, and will again be decided by myself on a case-by-case basis. Example scenarios for gaining that additional Action would be the Asheniande player inheriting the Kingdom of Corvuria, or Pearlsedge establishing profitable colonies in The New World/Aelantir once it is rediscovered.
As a final note, I won't make it a hard-cap, but I would like to see more ruler-characters than landless characters. I especially would like to see all seven Electors assigned to a player before the game begins. Please keep this in mind while making your character applications.
-The Imperial Parliament-
All Princes, Electors and even the Emperor have the opportunity to spend an Action to call an Imperial Parliament at the capital of Anbenncost. The Parliament will begin on a following Special Turn to resolve the matter brought up by the calling Prince. If multiple Princes spend actions to call a Parliament, all issues will be brought up in a single session, with the Emperor deciding the order in which the assembled issues are brought forth to be voted on. Issues must be presented as a simple Yes/No matter, and the Princes together vote on the matter afterwards. NPC Princes will vote as they feel is best for their own lands, if not persuaded otherwise by Princes, Electors or the Emperor. The gathering of the Empire's elites and rulers means a Parliament is an excellent time to build connections and negotiate with your fellow rulers, just remember to roleplay it out. Another Parliament cannot be called for at least a few months after the last one. Your rulers actually need time to return from Anbenncost and actually rule your lands!
Occasionally, a crisis within the Empire will cause a Parliament session to be called in a round where it otherwise would not be able to. All players will be alerted to the nature of such special Parliament calls.
-Warfare-
While normally a rarity compared to elsewhere in Cannor, the recently-ended Lilac Wars have demonstrated that the Empire can quickly turn into a battlefield, regardless of the wishes of the Emperor or Princes. Warfare will be highly abstract, ground forces represented by "Armies" and naval forces by "Fleets". How many soldiers and sailors are in Armies and Fleets will not be given, though players are welcome to make up their own numbers in ICs for flavor-purposes if they wish. Each Army and Fleet can be split up into two 0.5 chunks that may be assigned to two different tasks, or four 0.25 chunks further, but be warned that these smaller chunks will be easier to defeat by hostile armies than if they stuck together.
If you are below your maximum army or fleet size due to combat losses, you will regenerate 0.5 army and navy (if applicable) between every turn, so long as there is an equivalent amount of Manpower left in your nation's Manpower Pool. The Pool regenerates +0.25 strength per Turn, so it is quite possible to be stuck in a long war with little-to-no-ability to properly reinforce your armies. In such situations intrigue or diplomacy may best serve your needs instead. Your Manpower Capacity is tied to your combined Army and Fleet Capacities, increasing variably depending on your primary race. Human and Halfling militaries increase their Manpower Cap by x2, Dwarves and Gnomes at x1.5, and Elves at x1.25. Conversely, Dwarven, Gnomish and Elven soldiers are of higher quality when compared to Human or Halfling forces.
-Dynasties & Inheritance-
It wouldn't be a fantasy-feudal HRE game without marriages and bindings of noble families together, and the chance for bloody succession wars. Player characters age and die just like any mortal. Humans and Halflings share a similar lifespan of 80-100 years, though those with Elven blood tend to last a few decades longer than the common Human, while Dwarves and Gnomes can live for around 200 years. Elves are the longest-lived race and can on average live about 400 years before passing away.
When a player character passes away, they assume control over that character's heir, which may be a child, sibling or other distant relative. If the character in question is not a "canon" character, I.E not among the listed starting rulers or their stated heirs, the player is free to make an original character to take up the role.
Players are able and encouraged to negotiate marriages, both for the purpose of a more sturdy alliance than one simply agreed by diplomats, and for the chance of having children and expanding the families. All children born of such unions implicitly gain claims on the possessions of their parents, though the matter of which child actually gains an inheritance of land is up to the involved players. This is one non-violent path to consolidating territory within the Empire. Absolute Primogeniture, the law of the firstborn inheriting all their parents passed down, regardless of gender, is the most usual monarchical inheritance law within the Empire of Anbennar. Republics or oligarchies officially require an election from amongst the polity's citizens or elites, and it is not always guaranteed that the child of a particular ruler will win said election.
-Player Elimination-
Players are never really "eliminated" from play. In the event a player character's territory is subsumed by another, they may be given the chance of continuing to rule the area as a more direct vassal of their new overlord. An example would be a Prince conquering Anbenncost. The player character who is Lord-Mayor of Anbenncost can still continue to govern the functions of the city. If however the new owner of the land does not wish to continue to employ the defeated character in a position of power, they may either be turned into a landless character able to wander the Empire looking for support, or retired permanently to allow the player to create another character elsewhere.
Below is provided a summarized description of the most important in-lore elements which will be familiar to all involved characters, canon or otherwise. If you have further questions I am always happy to answer where possible, and if you are curious still after that, and missed the link further up in this post, here is a link to the Anbennar wiki.
The Mages Peace became the law of the land, and the nobles and commoners alike came to be ruled by a new caste of magisters and arcane practitioners, headed by the prestigious Mage-Emperor. And yet, the grand period of prophesied peace did not arrive as promised. Not even two decades after the Empire's founding, in 1240 AA, Mathos I "The Idle" sparked a crisis within the realm by abandoning his duties as a ruler, instead focusing all his efforts upon magical studies and experiments. The land suffered in his absence, and seeing no other option the nobility of the vast realm rallied against the magisters in a struggle that would later become known as The Wars of Rule. It is in this tumultuous period of anarchy and warfare that the first Silmuna Emperor was crowned, and it was a logical choice. As the foremost scion of the Elven Silver Families and rulers of the Grand Duchy of Dameria, there were few holdings within the Empire who could even come close to rivaling their strength and power.
After 41 years of conflict and strife, The Wars of Rule were brought to an end with the signing of the Treaty of Aranthil. The title of Mage-Emperor was split, with an aristocratic Emperor with potent magical blood in their veins handling the affairs of state, and a Grand Magister chosen from amongst the Empire's mages to serve as their chief advisor. The Emperorship in turn became an elected position, voted upon by seven distinct Electors, representing the various regional interests and ethnic groups across the vast length and breadth of the Empire. The peace the treaty brought would last little over half-a-century.
In 1338 AA the Imperial House of Silmuna was shaken to its very foundation, with a single birth. Riannon Silmuna proved to be exceptionally potent as a mage even at a young age, and amongst certain circles she was even believed to be an Avatar of The Dame, goddess of the harvest and magic. Following the death of Emperor Tomas I sil Esmaraine, calls grew louder to have her ascend to the throne despite her young age. In 1343, at the tender age of 5, Riannon Silmuna won the Imperial election with a slim majority. This one decision sparked unrest and chaos throughout Anbennar, now known to historians as the Great Imperial Crisis.
Many feared that the child-empress would be easily led astray by ambitious councilors, others noted Riannon's great magical potential threatened a return to the tradition of the Mage-Emperors abolished at the Treaty of Aranthil. The near-monolithic influence of the House of Silmuna upon the Empire also became a cornerstone talking point of the opposition, and after five great years of debate and negotiations, it was decided that another election should be held. Riannon, surrounded by fanatics within the Imperial Palace, refused to acknowledge the election's result.
With their hands forced, the great noble houses of the Empire marched on Anbenncost, laying siege to the Palace while riots for and against the child-empress spread like wildfire in the streets of the capital. In this tumultuous moment, Riannon herself appeared, slaying many opponents with her great magical abilities, and damaging much of the great city in her arcane outbursts. The horror was finally brought to an end by Ardan Silmuna, kin of the child-empress, who slew her at the cost of his own life.
In the wake of the Imperial Crisis, the electors decided that another Silmuna could not sit upon the throne, and so went outside the Empire for the first time in search of a candidate. They found one in Rean I Siloriel of Lorent, nicknamed "The White Fox". It was a decision that they would all regret in the years to come.
Rean I Siloriel had little time to get acquainted with the benefits and responsibilities of being the Emperor of Anbennar, for soon after his election a conspiracy began to form within the noble families of the Empire. In their eyes, internal Silmuna hegemony was preferable to a foreign Lorentish emperor, and so in 1348 AA the First Lilac War erupted, with support quickly rallied behind Vincen I Silmuna, "The Old Owl", despite the actions of his mad sister Riannon, years prior. In 1364 AA, 17 years after the beginning of the war, Rean I was killed in battle, and Vincen Silmuna gathered the needed support to reclaim the Dove Throne for his family. To ensure peace with Lorent, Vincen wed the daughter of the late Rean I, Eilis Siloriel. This peace however, would not last for long.
With the death of the Lorentish Queen Reanna III in 1381 AA, the Kingdom of Lorent faced a succession crisis, for their queen had left behind no eligible heirs. Seeing a grand opportunity for himself and his house, Emperor Vincen I would over the course of the following decades initiate the Second and Third Lilac Wars, first pushing for the right of his wife Empress Eilis Siloriel to the Lorentish throne, and later the claim of his son, Adenn "Skylance" Silmuna. The vast amounts of resources and wealth taken from the Emperor's vassals and fellow Imperial Princes damaged the reputation of the Imperial House to such a great extent that by the time Adenn Silmuna returned to Anbenncost in 1421 AA, to participate in the next Imperial election following the death of his father, a hidden conspiracy plotted the demise of himself and his allies.
On the evening before the elections, hidden Lorentish forces, shepherded by Wexonard forces lead by Grand Duke Lothane sil Wex, assaulted the Silmuna supporters and the Silmunas present. While Adenn managed to escape with his life, his children were slain in the ensuing melee. What followed was a short war with Lorent marching on Anbenncost from the west, while the forces of Wex assaulted the capital from the east. Within the walls of the Imperial Palace, Adenn himself was betrayed and slain by his own traitorous kinsmen, the Silmuna branch family of the Marquisate of Wesdam. The Lorentish coalition proceeded to sack Anbenncost on the orders of Grand Duke Lothane, completing the extermination of the loyal Silmuna family members within the Empire in the process.
In the aftermath of the sack, the Grand Duchy of Dameria was officially dissolved, with the Grand Duchy of Wex occupying sections of the Eastern Dameshead. Lothane sil Wex was crowned as Lothane III, Emperor of Anbennar, in 1425 AA. The Fourth Lilac War officially came to an end in 1443 AA, with the formal submission of the last Moon Party supporters of the old Silmuna regime. While they would acknowledge Lothane's rule, they would not support it, and the new Emperor had little recourse to dissuade them from that stance. Just as much as the members of the Moon Party, the pro-Lorent forces had suffered extensive damage during the duration of the century of violence.
An unstable equilibrium now forms, with both sides licking their wounds and preparing for the next war that seems all but inevitable. Only the gods can say if the new status quo of the Empire will be a lasting one.
Humanity in Cannor has existed for as long as there has been a Cannor. The name itself derives from the ancient Castanorian tongue, roughly translated into Common as "Heartland". Most scholars agree that Humanity most likely first emerged along the banks of the Suran and Mother's Sorrow rivers in Bulwar and northern Sarhal respectively, with the ancestors of the modern Cannorian peoples crossing the shallow Divenhal Sea and migrating north. These proto-Cannorians were in turn quickly conquered and assimilated in part into the expanding Castanorian Empire centuries later. The rapid collapse and retreat of Castanor's borders left behind a power vacuum filled with the great powers of antiquity, amongst them the Damerian Republic and Lencori Empire.
In the modern day, the Humans of Anbennar are split ethnically across lines of Damerian and Alenic descent. All together however they are referred to as "Anbennarians". Following the arrival of the Elves in 1000 AA and the War of the Sorcerer-King which saw the Free Realms victorious, the aristocratic families of the Dameshead region and beyond began to quickly intermingle with their new allies, culminating four-hundred years later in the near-ubiquitous Half-Elf population within the Imperial nobility. While lacking the elegant grace and longevity of their Elven progenitors, the modern Anbennarian nobility still exhibit great magical potential when compared with their baseborn cousins.
Halfling:
The Halflings of Cannor are native to the Small Country, a region of fertile fields and rolling hills between the great kingdoms of Lorent and Gawed. The western coastline of the Dameshead was also considered part of this distinct geographic region until the establishment of the Empire. After many centuries of intermingling and Human settlement of the area, the Imperial Halflings share many more cultural ties with their fellow Anbennarians rather than those of their erstwhile cousins to their west.
Halflings are in general a short and stout folk, with oversized and hairy feet, living their lives out in small rural farming communities, their homes dug out of hills and small rises in the terrain. Anbennarian Halflings do not differ much from this lifestyle aside from a few rare exceptions. In more cosmopolitan and urban environments the Halflings have taken to building homes on-top of one another, a technique they have unimaginatively named as "house-stacking". These high-rise designs have for the most part been ignored by the greater Empire, with the exception of the many rich city-states dotting the waters of the Dameshead, such as Moonhaven or the famed Anbenncost, where space and land come at a premium.
Renowned for their agricultural expertise and culinary mastery, Halfling foods and meals are a delicacy in great demand across Anbennar, amongst noble and commoner alike.
Dwarves:
The Dwarves are the second-largest racial minority of the Empire, a short folk known for their ingenuity, mechanical knowledge and mining skill. Not all Dwarves who dwell within Anbennar are there by choice, however. The Dwarven people first emerged in ancient times deep within the Serpentspine Mountains which shield Cannor to the east and south. Over many thousands of years they forged a great empire, which was slowly torn apart from within by the first Goblins and Orcs.
Those who traveled to the surface by choice or force settled within the Castanorian Empire. One particular Dwarf amongst many would be Balgar, who built many great monuments and wonders for the Empire in his lifetime. As Castanor expanded, so too did many Dwarves migrate westward. As Castanor later declined, the Dwarves of the west paid little heed to it.
And then, the last vestiges of their ancient homeland collapsed, and the Orcs rushed out into Cannor to burn and destroy. The successor states of Castanor were destroyed, and the Dwarves had to flee in droves to the west. Anbennar proved a safe haven for them all, though not one that many of them would prefer to stay in forever. A significant section of Dwarven society, still insulated from intermingling thanks to their rigid clan structures, dream of rebuilding not just that which was lost when the Greentide swept across Escann, but also their ancestral homelands deep within the Serpentspine.
Elves:
The History of the Elves is one well known to many. The vast destruction that wrought the world, known to history as the Day of Ashen Skies, is of their doing after all. While not many records have survived from the ancient days, what is known is that the Elves destroyed their homeland across the western seas in a cataclysmic civil war, with its climatic ending spreading devastation across the globe. The desperate survivors were forced in turn to sail aimlessly across the endless oceans for a thousand years in a collection of grand vessels known as the Remnant Fleet.
The tale of their arrival in Cannor is equally known, for the great Elven leader Munas Moonsinger begged the moon for aid, beseeching The Dame, goddess of knowledge and magic, for safe arrival to a shore. Any shore. His cries were answered, and the Elven fleet made landfall upon the shores of the Damesneck in the year 1000 AA.
Following victory in the War of the Sorcerer-King, the Elves were granted many lands as thanks for their timely assistance, including Moonhaven, Arbaran and Ibevar. Of them all, only Ibevar would later refuse entry into the burgeoning Empire of Anbennar. It was the Elves themselves who began the tradition of taking Human wives and husbands amongst many Elves, as Munas Moonsinger and his fabled Silver Band would go on to found many of the prominent royal and noble families of western Cannor, chief among them the Silmuna family, who until recently held a great deal of influence over the Empire as a whole.
The Elves themselves are a long-lived race, able to reach as old as 400 years of age. With great poise, elegance and dexterity, they are both marvelous fighters and expert diplomats. Their blood carries with it a great degree of magical power, and their longevity allows an Elf to become a master in many magical disciplines, where any other race may have needed to spend their entire lifetime to master a single one.
Gnomes:
The Gnomes are a curious lot. Shorter than Dwarves and Halflings, and sharing none of the sturdiness prevalent strength or fortitude warranted to the other two races, despite the Gnomes sharing some form of common ancestry with the Halflings. Often found with unnaturally bright-colored hair akin to those used as fashion statements by the ancient Elves, and masters of the integration of machinery combined with magic. The great Gnomish Hierarchy of antiquity was a great power in its own right, able to repel the efforts of barbarian tribes to settle along their homelands in the Dragon Coast. Much like the Dwarves however, the Gnomes would be forced to flee this region in the face of Kobold invasions following the Dragonwake.
The vast majority of the Gnomish population was displaced and fled either to a last redoubt on the island of Nimscodd or into the regions of Anbennar and Lorent. While they were granted refuge across the Empire from Beepeck to Anbenncost, the Gnomes were granted little political representation within Anbennar until the founding of the Free City of Gibert, built on a land grant from the Grand Duke of Esmaria in exchange for technological secrets.
Imperial Gnomes have to a degree integrated with the Anbennarians as the other races have, with gatherings of the race now being found in vaunted Anbenncost, Beepeck and beyond. The freedoms a Free City charter has given the Gnomes have allowed them to continue their age-old traditions of research and technological tinkering in peace, but even to this day, almost a millennia since the fall of the old Hierarchy, Gnomes across Cannor yearn for the day they may return to the Dragon Coast, and rebuild their shattered realm.
Gnolls:
While not recognized as an official race of the Empire by any stretch of the imagination, and declared as little more than mindless monsters by the clergy of the Regent Court, there does exist a sizable minority of Gnolls on the south-eastern borders of the Empire, in the aptly named Gnollsgate region. These hunchbacked creatures possess an almost-canine visage, with spotted fur, sharp teeth and twisted legs to leap and sprint across great distances. Known for their ferocity in battle, the Gnolls make dangerous opponents no matter where they may be found.
Since time immemorial, the Hillthrone Gnolls of the Khenak Mountain Range have rode into the lowlands of Businor and the Hawkfields to raid and plunder the settled peoples there, and sacrifice captives to their terrible dark gods. Recent combined campaigns conducted by the Empire and the Kingdom of Busilar have reversed this trend, though the Gnolls have so far not been completely defeated. Their retreat to their formidable mountain strongholds merely heralds the next stage of the campaign.
And yet, rumors and whispers abound from the mountains, that the cause of the Gnolls is doomed in the face of this renewed Human assault, and that only by accepting the Humans as their new masters and rulers can the Hillthrones ever hope to survive. Time will tell whether or not the self-proclaimed Queens of the Bronze Hills will endure or crumble, consigned to the dustbin of history.
The Regent Court is the dominant religion of Cannor, tracing its origins back to the time of the Castanite slaves fleeing their Gnollish oppressors in Kheterata. The Castanites were an ethnically diverse group taken from many distant homelands by the Gnoll slavers, holding to many distinct early faiths and gods, all of whom together laid the foundations for the modern Regent Court and its church. The Court is made up of four categories of deities. First amongst them are the Clarionate gods, who answered the call of the Primordial Halanna, the Excusian gods were those born after the creation of the world, the Successors were those born during or after the devastating Godswar, and most curious of all are the Ascendants. Particular mortals may fulfill strange and unknowable criteria which allows them to ascend to the heavens upon their death to fill those seats at the Regent Court left empty following the Godswar.
The origin myth of the Cannorian Pantheon begins with Halanna, Primordial of Earth, calling on the three sibling-gods Castellos, Agrados and Yshtralania, whom together agreed to aid her in ending the eon-spanning conflict amongst the elemental deities.
First to fall was Draxos the Everflame, whose fierce warmth and power was tamed by Agrados to create the blazing Sun. Second to fall was Aesannna the Windwalker, whom Castellos stripped the power of air from with great gusto. Last to be faced was the most powerful of them all, Uelos the Storm-King, who defeated all challenges, and was only felled through trickery by Halanna. In turn, the primordial pleaded for her brother to be spared, and hesitantly the Clarionite Gods agreed.
Together, the Clarionites, Halanna and Uelos crafted a paradise of lush green forests, tall mountains and deep oceans, populated by both godly creations such as the first Dwarves and Dragons, but also the forgiven soldiers of the Elementals, such as the Genies and Giants. Castellos had found love in Halanna as the creation completed, and together they wed. Uelos and Yshtralania found solace amongst each other, and in the end Agrados found nothing. Fearing his brother's power, Castellos exiled him to the edge of the world, to guard against the encroaching darkness, while the remaining gods settled down to raise their offspring. Agrados quickly grew tired of this lonely existence.
Returning without the permission of his brother, and confessing his own feelings towards Halanna, Agrados flew into a rage upon his rejection, and violently forced himself upon the Primordial of Earth. Halanna was soon heavy with child, and in the process of birthing Agrados' foul spawn, she perished. Despite his grave misdeeds, Castellos offered his brother salvation, if he only were to slew the monsters his unholy union had created. Agrados refused, and thus began the Godswar.
Many gods, unhappy with the rule of Castellos, swore themselves to his Brother, joined by the treacherous Genies among other mortal races. In an effort to combat these great mortal hosts, the Avariel, winged messengers of the gods, were repurposed as foot soldiers for Castellos' forces. Agrados in turn would create and spawn many beasts and great monsters, but his greatest creation was one that fully embodied his ambition and desire for war. This creation was Humanity.
Despite all of his advantages however, Agrados would eventually be felled in single combat against his brother. Castellos' subsequent attempt to absorb the power of his brother however would cause him great pain, corrupting and splitting him into two distinct beings. This final battle saw the birth of the first Archdevil, Kazraiel, who would go on to become the first denizen of The Underworld, a prison forged to contain those deities which had sided with Agrados in the Godswar. To ensure peace, Castellos laid down the Godly Decrees, a series of dictates marking the retreat of the gods from the mortal plane, the condemnation of the traitor deities to The Underworld, and the granting of dominion over the Mortal Plane to the Dragons, foremost creations of the gods. Malliath, the first Dragon however, would come to despise the silence of his divine parents in the aftermath, and began to plot his own rebellion.
The Inheritance War began with Malliath breaking the Godly Decrees, forcing the gods to descend from the heavens to do battle with their wayward creations. The war however would prove decisively that the age of the Gods was nearing its end. Weakened by the Godswar and many centuries of decay, the forces of the Regent Court found themselves beaten back by their favored creations. Malliath earned the epitaph of "Godeater'', as he devoured Yshtralania and many other Gods. Adean himself, firstborn son of Castellos, would have met the same fate had his father not pushed him away from Malliath's greedy jaws at the last moment, losing an arm and leg in the process. Even the slaying of their leader did not dissuade the Dragons, and the Gods were forced back into the Heavens, abandoning their winged messengers to enslavement at the hands of their new draconic overlords. With their creators absent, the blessed white wings of the Avariel withered and died, and from them would emerge a new, mortal, race. Thus were the first Elves born, into a life of servitude.
Before their final departure however, Castellos and the Gods charged the mortal races with one day throwing off their chains and rule in their own right. For while Castellos was the lord and king of all of creation, in his weakened state he graciously granted the right for mortal monarchs and lords to rule in his stead over the material plane. Thus forevermore the Pantheon was formally known as the Regent Court, guiding and advising their chosen mortals from afar.
Below is a comprehensive list of the commonly accepted Gods of the Regent Court, as agreed upon by the Ten Pantheonic Councils.
Magic refers to the mysterious force of energy which certain individuals of certain races or potent bloodlines may perform feats which break the "laws of reality", though it would be more accurate to say these displays merely bend the natural world, as magic is part of reality which simply supersedes other elements at times. Magic is mostly learned and used in predefined forms known as spells.
Magic comes in many flavors, from that magic which comes from the Divine, channeled through Avatars and representatives of the Gods, Druidic rudimentary spellweaving, the Bardic tradition of weaving spellcraft with music, and lastly the most common: Arcane spellcraft, a scientific and logical type of magic which must be studied, honed and finely controlled by the wielder to be effective.
Within Anbennar, Magic and spells are organized into eight "schools" by the Imperial Magisterium, as set down by the Elf Garion the Wise, one of Munas Moonsinger's companions in the Silver Band. Convening a council of the most able Elven and Human practitioners in the wake of the War of the Sorcerer-King, Garion's "Wise Council" laid down the groundwork which would morph into the current Imperial regulations, which includes a strong restriction on Necromancy, owing to its propensity for misuse, both hypothetically and historically. One needs only to look back four centuries, to Canrec the Defiler, whose White Pestilence wiped out a good portion of the Cannorian population and raised them as undead servants, forever tainting the School of Necromancy.
The following is a list of the Eight Schools, and the appropriate title of their practitioners:
School of Abjuration:
Deals in spells that protect, block or banish, such as defensive wards. Specialists in this school are called Abjurers.
School of Divination:
Deals in spells that reveal information, such as scrying or telling the future. Specialists in this school are called Diviners.
School of Illusion:
Deals in spells that alter perceptions and create false images and sounds, such as altering one's appearance. Specialists in this school are called Illusionists.
School of Conjuring:
Deals in spells that bring creatures or materials to Halann from another plane, such as elemental servants. Specialists in this school are called Conjurers.
School of Enchantment:
Deals in spells that affect the minds of others, such as charming or dominating creatures and people. Specialists in this school are called Enchanters.
School of Evocation:
Deals in spells that manipulate energy or create something out of nothing, such as creating a fireball. Specialists in this school are called Evokers.
School of Transmutation:
Deals in spells that change an object and its properties into something else, such as turning rocks into gold or shapeshifting into animals. Specialists in this school are called Transmuters.
School of Necromancy:
Deals in spells that manipulate, create or destroy positive life energy, such as draining someone's essence or creating an undead army. Specialists in this school are called Necromancers.
Lands of the Empire of Anbennar, on the Day of Corin's Ascension.
11th of Nerament, 1444 After Ashes
The following is the list of playable Princes and Electors. Those intending to sign up as rulers, please do so only from amongst this selection.
Duchy of Pearlsedge
Ruler: Duke-Elector Caylen V silna Trisfer (Age: 21 / Born: 1423 AA)
Ruler Culture & Race: Pearsledger (Anbennarian) / Half-Elf
Heir: No Legal Heir
Heir Culture & Race: N/A
Armies: 2/2
Fleets: 2/2
Stability: 5
Manpower: 3/8
Free City of Beepeck
Ruler: Lord-Elector Devan "The Old Bee" (Age: 57 / Born: 1387 AA)
Ruler Culture & Race: Imperial Halfling (Halfling) / Halfling
Next Election Due: 1448 AA (4 Years Away)
Armies: 2/2
Fleets: 2.5/2.5
Stability: 5
Manpower: 3/9
Dwarfhall of Silverforge
Ruler: Lord-Elector Foldan III Silverhammer (Age: 65 / Born: 1379 AA)
Ruler Culture & Race: Silver Dwarf (Dwarven) / Dwarf
Next Election Due: On Ruler Death
Armies: 3/3
Fleets: 0/0
Stability: 5
Manpower: 2/4.5
Elfrealm of Moonhaven
Ruler: Prince-Elector Varilor II "The Young" Bluetongue (Age 241 / Born: 1203 AA)
Ruler Culture & Race: Moon Elf (Elven) / Elf
Next Election Due: 1468 AA (24 Years Away)
Armies: 2/2
Fleets: 2/2
Stability: 4
Manpower: 2/5
Free City of Damescrown
Ruler: Lord-Elector Aldres "The Golden" Silcalas (Age 83 / Born: 1363 AA)
Ruler Culture & Race: Crownsman (Anbennarian) / Half-Elf
Next Election Due: 1448 AA (4 Years Away)
Armies: 2/2
Fleets: 3/3
Stability: 5
Manpower: 3/10
Imperial Magisterium
Ruler: Grand Magister Corvan of Vinerick (Age 58 / Born:1386 AA)
Ruler Culture & Race: Wexonard (Alenic) / Human
Next Election Due: On Ruler Death
Armies: 2/2
Fleets: 2/2
Stability: 4
Manpower: 3/8
Free City of Giberd
Ruler: Lord Mayor Delda Glibgear (Age 91 / Born: 1353 AA)
Ruler Culture & Race: Imperial Gnome (Gnomish) / Gnome
Next Election Due: 1461 AA (17 Years Away)
Armies: 1.5/1.5
Fleets: 0/0
Stability: 6
Manpower: 3/3
Marquisate of Wesdam
Ruler: Regency for Laurens Silmuna (Leader: Reanna II sil Madelaire)
Ruler Culture & Race: High Lorentish (Lorentish) / Half-Elf
Heir: Laurens Silmuna (Age: 6 / Born 1438 AA)
Heir Culture & Race: West Damerian (Anbennarian) / Half-Elf
Armies: 2/2
Fleets: 2/2
Stability: 3
Manpower: 3/8
County of Telgeir
Ruler: Count Artus II Vanbury (Age 42 / Born: 1402 AA)
Ruler Culture & Race: Esmari (Anbennarian) / Half-Elf
Heir: No Legal Heir
Heir Culture & Race: N/A
Armies: 2/2
Fleets: 2/2
Stability: 4
Manpower: 3/8
Duchy of Asheniande
Ruler: Duke Valeran III sil Vivin (Age: 17 / Born: 1427 AA)
Ruler Culture & Race: Bordersmen (Anbennarian) / Half-Elf
Heir: No Legal Heir
Heir Culture & Race: N/A
Armies: 1/2.5
Fleets: 0
Stability: 3
Manpower: 1.5/5
Free City of Vertesk
Ruler: Lord Mayor Arnos Tordan (Age: 47 / Born: 1397 AA)
Ruler Culture & Race: Vertesker (Alenic) / Half-Elf
Next Election Due: 1448 AA (4 Years Away)
Armies: 2/2
Fleets: 2/2
Stability: 5
Manpower: 3/8
Duchy of Verne
Ruler: Duke Alvar IV sil Verne (Age: 33 / Born: 1411 AA)
Ruler Culture & Race: Vernman (Anbennarian) / Half-Elf
Heir: Dustin sil Verne (Age: 14 / Born: 1430 AA)
Heir Culture & Race: Vernman (Anbennarian) / Half-Elf
Armies: 2.5/2.5
Fleets: 2/2
Stability: 5
Manpower: 3/9
Free City of Anbenncost
Ruler: Lord Mayor Olor Auern (Age: 44 / Born: 1400 AA)
Ruler Culture & Race: Anbenncoster (Anbennarian) / Human
Next Election Due: 1448 AA (4 Years Away)
Armies: 0.5/1
Fleets: 1.5/2
Stability: 2
Manpower: 2/6
Marquisette of Honderaak
Ruler: Rukexis Dovesworn (Age: 18 / Born 1427 AA)
Ruler Culture & Race: Dovesworn Gnoll (Gnollish) / Gnoll
Heir: N/A
Heir Culture & Race: N/A
Armies: 1/2
Fleets: 0
Stability: 3
Manpower: 3/4
The Empire would not accept such a grand betrayal lightly, yet even after twenty years of further and bloody warfare, a pitiful stalemate has been reached. The supporters of the old order and the noble Imperial House of Silmuna, the Moon Party, have failed to drive back the Usurper or his allies. The Lorent-aligned Rose Party however, finds itself splintering and dissolving in the wake of Dameria's demise, lacking a common enemy to focus upon. The new Wexonard Emperor, Lothane III sil Wex, does not have the strength alone to enforce his will upon his defeated enemies. He now rules over an Empire more divided than ever, with darker storm clouds gathering on the horizon…
Hello all, and welcome! Welcome to a game of warfare, betrayal, dynastic shenanigans and political intrigue set in the fantasy-equivalent of the Holy Roman Empire. Those of you already familiar with the setting of Anbennar need no further introduction than this, but for those interested in the game but with little knowledge about the setting, below I will provide a bunch of historical, theological and cultural information in regards to the Empire of Anbennar, the various component nations of the Empire, the Regent Court and the Eight Schools of Magic. If still that is not enough to satisfy your curiosity, a link to the Anbennar wiki will be provided. Most information on it is still valid, though it must be warned the wiki is incomplete and a tad disorganized, with certain information scattered about on multiple pages. Any further lore questions you may have need only be asked in the GSRP Discord and I'll endeavor to answer them as best I am able.
Given the nature of the Empire of Anbennar, this game will be more character-focused than is to be expected of a GSRP. Players will make applications as either a "canon" ruler of a particular duchy or the like, or may create their own landless original characters which are more free to travel around the game map, serving in capacities as advisors or commanders for the more stationary ruler characters, among other things. Roleplaying will be a vital component for both, and I encourage everyone to write IC posts and collabs where able.
GSRP Discord Link
-General Rules-
- Abide by all SV rules.
- Be civil with each other.
- Do not metagame or minmax.
- Deliver all orders to the GM via PM on the forum.
- Include the GM in any private OOC or IC diplomacy.
- I reserve the right to veto or shoot down proposals from players regardless of canonicity or plausibility.
-Turns and Time-
The game will be divided into real-life two-week Turns, with each Turn of in-game time amounting to as little as a few months to a few years, depending on the level of warfare activity within the Empire. This will be judged on a case-by-case basis by myself at the end of each Turn.
During a Turn, players will do a number of Actions. Actions will be rather freeform in what you are allowed to attempt with them, but you will be limited in their quantity. Examples can range from conducting some sort of raid, to reforming your realm's bureaucracy, to sponsoring mages to cast spells or research new arcane secrets. You may even split up actions to cover two or more subjects, but be warned that this divides your time and resources on two different matters, lowering the effectiveness of both. Be warned that if you divide an Action up too much nothing will get done at all.
-Characters & Actions-
If you are a landless character you will be granted 2 Actions to do with as you please, with some limitations. You are after all at the day a single person. You have a hard-cap of 150 words per Action sent in during a Turn.
If you are a normal Prince of the Empire, that is to say someone ruling over a territory within Anbennar, but you are not among the ranks of the Elector-Princes or the Emperor, you are given 3 Actions. As a landed character, you are not constrained by hard wordcount limits, but please try to keep your orders reasonable. As the ruler of a nation your actions can be more widespread, but they cannot affect areas outside of your own control, with one exception I will get into later.
If you are an Elector-Prince of the Empire, you gain a total of 4 Actions to spend every Turn. As an Elector, you are expected to represent the interests of a particular region or race living within the borders of the Empire, and your fellow Princes will often look to you for local leadership in times of crisis. When the Emperor dies you will all gather at the Moon Council at the foot of the Moonmount to elect the next Emperor from amongst the rulers of the Empire.
Finally, if you are the Emperor you are graced with a total of 5 Actions. You are the nominal ruler of all of Anbennar, and in theory the Princes as your subjects and vassals must obey your commands. However, the reality of the situation is that while you have some broad legalistic rights, your power to enforce decrees ends at the borders of your personal domains. The Emperor can initiate attempts to reform the Empire and centralize power around himself, but it will require much time and the consent of the Princes to be accomplished.
To prevent the Empire from becoming a musical chair of Electoral titles switching hands, another method to gain an additional Action per turn (independent of your Action gain from being an Elector or the Emperor) is by strengthening your personal domains via for example military expansion, economic development, political reform, or dynastic inheritance. There will be no set threshold one needs to cross or points to gather, and will again be decided by myself on a case-by-case basis. Example scenarios for gaining that additional Action would be the Asheniande player inheriting the Kingdom of Corvuria, or Pearlsedge establishing profitable colonies in The New World/Aelantir once it is rediscovered.
As a final note, I won't make it a hard-cap, but I would like to see more ruler-characters than landless characters. I especially would like to see all seven Electors assigned to a player before the game begins. Please keep this in mind while making your character applications.
-The Imperial Parliament-
All Princes, Electors and even the Emperor have the opportunity to spend an Action to call an Imperial Parliament at the capital of Anbenncost. The Parliament will begin on a following Special Turn to resolve the matter brought up by the calling Prince. If multiple Princes spend actions to call a Parliament, all issues will be brought up in a single session, with the Emperor deciding the order in which the assembled issues are brought forth to be voted on. Issues must be presented as a simple Yes/No matter, and the Princes together vote on the matter afterwards. NPC Princes will vote as they feel is best for their own lands, if not persuaded otherwise by Princes, Electors or the Emperor. The gathering of the Empire's elites and rulers means a Parliament is an excellent time to build connections and negotiate with your fellow rulers, just remember to roleplay it out. Another Parliament cannot be called for at least a few months after the last one. Your rulers actually need time to return from Anbenncost and actually rule your lands!
Occasionally, a crisis within the Empire will cause a Parliament session to be called in a round where it otherwise would not be able to. All players will be alerted to the nature of such special Parliament calls.
-Warfare-
While normally a rarity compared to elsewhere in Cannor, the recently-ended Lilac Wars have demonstrated that the Empire can quickly turn into a battlefield, regardless of the wishes of the Emperor or Princes. Warfare will be highly abstract, ground forces represented by "Armies" and naval forces by "Fleets". How many soldiers and sailors are in Armies and Fleets will not be given, though players are welcome to make up their own numbers in ICs for flavor-purposes if they wish. Each Army and Fleet can be split up into two 0.5 chunks that may be assigned to two different tasks, or four 0.25 chunks further, but be warned that these smaller chunks will be easier to defeat by hostile armies than if they stuck together.
If you are below your maximum army or fleet size due to combat losses, you will regenerate 0.5 army and navy (if applicable) between every turn, so long as there is an equivalent amount of Manpower left in your nation's Manpower Pool. The Pool regenerates +0.25 strength per Turn, so it is quite possible to be stuck in a long war with little-to-no-ability to properly reinforce your armies. In such situations intrigue or diplomacy may best serve your needs instead. Your Manpower Capacity is tied to your combined Army and Fleet Capacities, increasing variably depending on your primary race. Human and Halfling militaries increase their Manpower Cap by x2, Dwarves and Gnomes at x1.5, and Elves at x1.25. Conversely, Dwarven, Gnomish and Elven soldiers are of higher quality when compared to Human or Halfling forces.
-Dynasties & Inheritance-
It wouldn't be a fantasy-feudal HRE game without marriages and bindings of noble families together, and the chance for bloody succession wars. Player characters age and die just like any mortal. Humans and Halflings share a similar lifespan of 80-100 years, though those with Elven blood tend to last a few decades longer than the common Human, while Dwarves and Gnomes can live for around 200 years. Elves are the longest-lived race and can on average live about 400 years before passing away.
When a player character passes away, they assume control over that character's heir, which may be a child, sibling or other distant relative. If the character in question is not a "canon" character, I.E not among the listed starting rulers or their stated heirs, the player is free to make an original character to take up the role.
Players are able and encouraged to negotiate marriages, both for the purpose of a more sturdy alliance than one simply agreed by diplomats, and for the chance of having children and expanding the families. All children born of such unions implicitly gain claims on the possessions of their parents, though the matter of which child actually gains an inheritance of land is up to the involved players. This is one non-violent path to consolidating territory within the Empire. Absolute Primogeniture, the law of the firstborn inheriting all their parents passed down, regardless of gender, is the most usual monarchical inheritance law within the Empire of Anbennar. Republics or oligarchies officially require an election from amongst the polity's citizens or elites, and it is not always guaranteed that the child of a particular ruler will win said election.
-Player Elimination-
Players are never really "eliminated" from play. In the event a player character's territory is subsumed by another, they may be given the chance of continuing to rule the area as a more direct vassal of their new overlord. An example would be a Prince conquering Anbenncost. The player character who is Lord-Mayor of Anbenncost can still continue to govern the functions of the city. If however the new owner of the land does not wish to continue to employ the defeated character in a position of power, they may either be turned into a landless character able to wander the Empire looking for support, or retired permanently to allow the player to create another character elsewhere.
Appearance: (Image preferred)
Name:
Race:
Age:
Titles:
Background: (Doesn't need to be extensive, just give me your character's immediate history and personality.)
Name:
Race:
Age:
Titles:
Background: (Doesn't need to be extensive, just give me your character's immediate history and personality.)
Below is provided a summarized description of the most important in-lore elements which will be familiar to all involved characters, canon or otherwise. If you have further questions I am always happy to answer where possible, and if you are curious still after that, and missed the link further up in this post, here is a link to the Anbennar wiki.
A Brief History of Anbennar, the Empire of Unity
Chroniclers Encyclopedia
Order of Chroniclers Publishing House, Anbenncost
In 1221 AA, the efforts of a secret conspiracy amongst the most practiced magicians and wizards of the Dameshead region came to fruition, ending the period of anarchy known as the Interregnum that followed the collapse of the Jexisian Empire in Cannor. The warlords left in the collapse's wake now had two choices. Bend the knee, or die, and the mages were not unwilling to deliver further devastation upon the broken land. In the end, the lords of the land swore fealty or were destroyed. Thus the Empire of Anbennar, translated as "Communion" or "Unity" from Elven, was born.Chroniclers Encyclopedia
Order of Chroniclers Publishing House, Anbenncost
The Mages Peace became the law of the land, and the nobles and commoners alike came to be ruled by a new caste of magisters and arcane practitioners, headed by the prestigious Mage-Emperor. And yet, the grand period of prophesied peace did not arrive as promised. Not even two decades after the Empire's founding, in 1240 AA, Mathos I "The Idle" sparked a crisis within the realm by abandoning his duties as a ruler, instead focusing all his efforts upon magical studies and experiments. The land suffered in his absence, and seeing no other option the nobility of the vast realm rallied against the magisters in a struggle that would later become known as The Wars of Rule. It is in this tumultuous period of anarchy and warfare that the first Silmuna Emperor was crowned, and it was a logical choice. As the foremost scion of the Elven Silver Families and rulers of the Grand Duchy of Dameria, there were few holdings within the Empire who could even come close to rivaling their strength and power.
After 41 years of conflict and strife, The Wars of Rule were brought to an end with the signing of the Treaty of Aranthil. The title of Mage-Emperor was split, with an aristocratic Emperor with potent magical blood in their veins handling the affairs of state, and a Grand Magister chosen from amongst the Empire's mages to serve as their chief advisor. The Emperorship in turn became an elected position, voted upon by seven distinct Electors, representing the various regional interests and ethnic groups across the vast length and breadth of the Empire. The peace the treaty brought would last little over half-a-century.
In 1338 AA the Imperial House of Silmuna was shaken to its very foundation, with a single birth. Riannon Silmuna proved to be exceptionally potent as a mage even at a young age, and amongst certain circles she was even believed to be an Avatar of The Dame, goddess of the harvest and magic. Following the death of Emperor Tomas I sil Esmaraine, calls grew louder to have her ascend to the throne despite her young age. In 1343, at the tender age of 5, Riannon Silmuna won the Imperial election with a slim majority. This one decision sparked unrest and chaos throughout Anbennar, now known to historians as the Great Imperial Crisis.
Many feared that the child-empress would be easily led astray by ambitious councilors, others noted Riannon's great magical potential threatened a return to the tradition of the Mage-Emperors abolished at the Treaty of Aranthil. The near-monolithic influence of the House of Silmuna upon the Empire also became a cornerstone talking point of the opposition, and after five great years of debate and negotiations, it was decided that another election should be held. Riannon, surrounded by fanatics within the Imperial Palace, refused to acknowledge the election's result.
With their hands forced, the great noble houses of the Empire marched on Anbenncost, laying siege to the Palace while riots for and against the child-empress spread like wildfire in the streets of the capital. In this tumultuous moment, Riannon herself appeared, slaying many opponents with her great magical abilities, and damaging much of the great city in her arcane outbursts. The horror was finally brought to an end by Ardan Silmuna, kin of the child-empress, who slew her at the cost of his own life.
In the wake of the Imperial Crisis, the electors decided that another Silmuna could not sit upon the throne, and so went outside the Empire for the first time in search of a candidate. They found one in Rean I Siloriel of Lorent, nicknamed "The White Fox". It was a decision that they would all regret in the years to come.
Rean I Siloriel had little time to get acquainted with the benefits and responsibilities of being the Emperor of Anbennar, for soon after his election a conspiracy began to form within the noble families of the Empire. In their eyes, internal Silmuna hegemony was preferable to a foreign Lorentish emperor, and so in 1348 AA the First Lilac War erupted, with support quickly rallied behind Vincen I Silmuna, "The Old Owl", despite the actions of his mad sister Riannon, years prior. In 1364 AA, 17 years after the beginning of the war, Rean I was killed in battle, and Vincen Silmuna gathered the needed support to reclaim the Dove Throne for his family. To ensure peace with Lorent, Vincen wed the daughter of the late Rean I, Eilis Siloriel. This peace however, would not last for long.
With the death of the Lorentish Queen Reanna III in 1381 AA, the Kingdom of Lorent faced a succession crisis, for their queen had left behind no eligible heirs. Seeing a grand opportunity for himself and his house, Emperor Vincen I would over the course of the following decades initiate the Second and Third Lilac Wars, first pushing for the right of his wife Empress Eilis Siloriel to the Lorentish throne, and later the claim of his son, Adenn "Skylance" Silmuna. The vast amounts of resources and wealth taken from the Emperor's vassals and fellow Imperial Princes damaged the reputation of the Imperial House to such a great extent that by the time Adenn Silmuna returned to Anbenncost in 1421 AA, to participate in the next Imperial election following the death of his father, a hidden conspiracy plotted the demise of himself and his allies.
On the evening before the elections, hidden Lorentish forces, shepherded by Wexonard forces lead by Grand Duke Lothane sil Wex, assaulted the Silmuna supporters and the Silmunas present. While Adenn managed to escape with his life, his children were slain in the ensuing melee. What followed was a short war with Lorent marching on Anbenncost from the west, while the forces of Wex assaulted the capital from the east. Within the walls of the Imperial Palace, Adenn himself was betrayed and slain by his own traitorous kinsmen, the Silmuna branch family of the Marquisate of Wesdam. The Lorentish coalition proceeded to sack Anbenncost on the orders of Grand Duke Lothane, completing the extermination of the loyal Silmuna family members within the Empire in the process.
In the aftermath of the sack, the Grand Duchy of Dameria was officially dissolved, with the Grand Duchy of Wex occupying sections of the Eastern Dameshead. Lothane sil Wex was crowned as Lothane III, Emperor of Anbennar, in 1425 AA. The Fourth Lilac War officially came to an end in 1443 AA, with the formal submission of the last Moon Party supporters of the old Silmuna regime. While they would acknowledge Lothane's rule, they would not support it, and the new Emperor had little recourse to dissuade them from that stance. Just as much as the members of the Moon Party, the pro-Lorent forces had suffered extensive damage during the duration of the century of violence.
An unstable equilibrium now forms, with both sides licking their wounds and preparing for the next war that seems all but inevitable. Only the gods can say if the new status quo of the Empire will be a lasting one.
An Overview of the Imperial Races
Chroniclers Encyclopedia
Order of Chroniclers Publishing House, Anbenncost
Humans: Chroniclers Encyclopedia
Order of Chroniclers Publishing House, Anbenncost
Humanity in Cannor has existed for as long as there has been a Cannor. The name itself derives from the ancient Castanorian tongue, roughly translated into Common as "Heartland". Most scholars agree that Humanity most likely first emerged along the banks of the Suran and Mother's Sorrow rivers in Bulwar and northern Sarhal respectively, with the ancestors of the modern Cannorian peoples crossing the shallow Divenhal Sea and migrating north. These proto-Cannorians were in turn quickly conquered and assimilated in part into the expanding Castanorian Empire centuries later. The rapid collapse and retreat of Castanor's borders left behind a power vacuum filled with the great powers of antiquity, amongst them the Damerian Republic and Lencori Empire.
In the modern day, the Humans of Anbennar are split ethnically across lines of Damerian and Alenic descent. All together however they are referred to as "Anbennarians". Following the arrival of the Elves in 1000 AA and the War of the Sorcerer-King which saw the Free Realms victorious, the aristocratic families of the Dameshead region and beyond began to quickly intermingle with their new allies, culminating four-hundred years later in the near-ubiquitous Half-Elf population within the Imperial nobility. While lacking the elegant grace and longevity of their Elven progenitors, the modern Anbennarian nobility still exhibit great magical potential when compared with their baseborn cousins.
Halfling:
The Halflings of Cannor are native to the Small Country, a region of fertile fields and rolling hills between the great kingdoms of Lorent and Gawed. The western coastline of the Dameshead was also considered part of this distinct geographic region until the establishment of the Empire. After many centuries of intermingling and Human settlement of the area, the Imperial Halflings share many more cultural ties with their fellow Anbennarians rather than those of their erstwhile cousins to their west.
Halflings are in general a short and stout folk, with oversized and hairy feet, living their lives out in small rural farming communities, their homes dug out of hills and small rises in the terrain. Anbennarian Halflings do not differ much from this lifestyle aside from a few rare exceptions. In more cosmopolitan and urban environments the Halflings have taken to building homes on-top of one another, a technique they have unimaginatively named as "house-stacking". These high-rise designs have for the most part been ignored by the greater Empire, with the exception of the many rich city-states dotting the waters of the Dameshead, such as Moonhaven or the famed Anbenncost, where space and land come at a premium.
Renowned for their agricultural expertise and culinary mastery, Halfling foods and meals are a delicacy in great demand across Anbennar, amongst noble and commoner alike.
Dwarves:
The Dwarves are the second-largest racial minority of the Empire, a short folk known for their ingenuity, mechanical knowledge and mining skill. Not all Dwarves who dwell within Anbennar are there by choice, however. The Dwarven people first emerged in ancient times deep within the Serpentspine Mountains which shield Cannor to the east and south. Over many thousands of years they forged a great empire, which was slowly torn apart from within by the first Goblins and Orcs.
Those who traveled to the surface by choice or force settled within the Castanorian Empire. One particular Dwarf amongst many would be Balgar, who built many great monuments and wonders for the Empire in his lifetime. As Castanor expanded, so too did many Dwarves migrate westward. As Castanor later declined, the Dwarves of the west paid little heed to it.
And then, the last vestiges of their ancient homeland collapsed, and the Orcs rushed out into Cannor to burn and destroy. The successor states of Castanor were destroyed, and the Dwarves had to flee in droves to the west. Anbennar proved a safe haven for them all, though not one that many of them would prefer to stay in forever. A significant section of Dwarven society, still insulated from intermingling thanks to their rigid clan structures, dream of rebuilding not just that which was lost when the Greentide swept across Escann, but also their ancestral homelands deep within the Serpentspine.
Elves:
The History of the Elves is one well known to many. The vast destruction that wrought the world, known to history as the Day of Ashen Skies, is of their doing after all. While not many records have survived from the ancient days, what is known is that the Elves destroyed their homeland across the western seas in a cataclysmic civil war, with its climatic ending spreading devastation across the globe. The desperate survivors were forced in turn to sail aimlessly across the endless oceans for a thousand years in a collection of grand vessels known as the Remnant Fleet.
The tale of their arrival in Cannor is equally known, for the great Elven leader Munas Moonsinger begged the moon for aid, beseeching The Dame, goddess of knowledge and magic, for safe arrival to a shore. Any shore. His cries were answered, and the Elven fleet made landfall upon the shores of the Damesneck in the year 1000 AA.
Following victory in the War of the Sorcerer-King, the Elves were granted many lands as thanks for their timely assistance, including Moonhaven, Arbaran and Ibevar. Of them all, only Ibevar would later refuse entry into the burgeoning Empire of Anbennar. It was the Elves themselves who began the tradition of taking Human wives and husbands amongst many Elves, as Munas Moonsinger and his fabled Silver Band would go on to found many of the prominent royal and noble families of western Cannor, chief among them the Silmuna family, who until recently held a great deal of influence over the Empire as a whole.
The Elves themselves are a long-lived race, able to reach as old as 400 years of age. With great poise, elegance and dexterity, they are both marvelous fighters and expert diplomats. Their blood carries with it a great degree of magical power, and their longevity allows an Elf to become a master in many magical disciplines, where any other race may have needed to spend their entire lifetime to master a single one.
Gnomes:
The Gnomes are a curious lot. Shorter than Dwarves and Halflings, and sharing none of the sturdiness prevalent strength or fortitude warranted to the other two races, despite the Gnomes sharing some form of common ancestry with the Halflings. Often found with unnaturally bright-colored hair akin to those used as fashion statements by the ancient Elves, and masters of the integration of machinery combined with magic. The great Gnomish Hierarchy of antiquity was a great power in its own right, able to repel the efforts of barbarian tribes to settle along their homelands in the Dragon Coast. Much like the Dwarves however, the Gnomes would be forced to flee this region in the face of Kobold invasions following the Dragonwake.
The vast majority of the Gnomish population was displaced and fled either to a last redoubt on the island of Nimscodd or into the regions of Anbennar and Lorent. While they were granted refuge across the Empire from Beepeck to Anbenncost, the Gnomes were granted little political representation within Anbennar until the founding of the Free City of Gibert, built on a land grant from the Grand Duke of Esmaria in exchange for technological secrets.
Imperial Gnomes have to a degree integrated with the Anbennarians as the other races have, with gatherings of the race now being found in vaunted Anbenncost, Beepeck and beyond. The freedoms a Free City charter has given the Gnomes have allowed them to continue their age-old traditions of research and technological tinkering in peace, but even to this day, almost a millennia since the fall of the old Hierarchy, Gnomes across Cannor yearn for the day they may return to the Dragon Coast, and rebuild their shattered realm.
Gnolls:
While not recognized as an official race of the Empire by any stretch of the imagination, and declared as little more than mindless monsters by the clergy of the Regent Court, there does exist a sizable minority of Gnolls on the south-eastern borders of the Empire, in the aptly named Gnollsgate region. These hunchbacked creatures possess an almost-canine visage, with spotted fur, sharp teeth and twisted legs to leap and sprint across great distances. Known for their ferocity in battle, the Gnolls make dangerous opponents no matter where they may be found.
Since time immemorial, the Hillthrone Gnolls of the Khenak Mountain Range have rode into the lowlands of Businor and the Hawkfields to raid and plunder the settled peoples there, and sacrifice captives to their terrible dark gods. Recent combined campaigns conducted by the Empire and the Kingdom of Busilar have reversed this trend, though the Gnolls have so far not been completely defeated. Their retreat to their formidable mountain strongholds merely heralds the next stage of the campaign.
And yet, rumors and whispers abound from the mountains, that the cause of the Gnolls is doomed in the face of this renewed Human assault, and that only by accepting the Humans as their new masters and rulers can the Hillthrones ever hope to survive. Time will tell whether or not the self-proclaimed Queens of the Bronze Hills will endure or crumble, consigned to the dustbin of history.
The Regent Court, Gods of Cannor
Chroniclers Encyclopedia
Order of Chroniclers Publishing House, AnbenncostThe Regent Court is the dominant religion of Cannor, tracing its origins back to the time of the Castanite slaves fleeing their Gnollish oppressors in Kheterata. The Castanites were an ethnically diverse group taken from many distant homelands by the Gnoll slavers, holding to many distinct early faiths and gods, all of whom together laid the foundations for the modern Regent Court and its church. The Court is made up of four categories of deities. First amongst them are the Clarionate gods, who answered the call of the Primordial Halanna, the Excusian gods were those born after the creation of the world, the Successors were those born during or after the devastating Godswar, and most curious of all are the Ascendants. Particular mortals may fulfill strange and unknowable criteria which allows them to ascend to the heavens upon their death to fill those seats at the Regent Court left empty following the Godswar.
The origin myth of the Cannorian Pantheon begins with Halanna, Primordial of Earth, calling on the three sibling-gods Castellos, Agrados and Yshtralania, whom together agreed to aid her in ending the eon-spanning conflict amongst the elemental deities.
First to fall was Draxos the Everflame, whose fierce warmth and power was tamed by Agrados to create the blazing Sun. Second to fall was Aesannna the Windwalker, whom Castellos stripped the power of air from with great gusto. Last to be faced was the most powerful of them all, Uelos the Storm-King, who defeated all challenges, and was only felled through trickery by Halanna. In turn, the primordial pleaded for her brother to be spared, and hesitantly the Clarionite Gods agreed.
Together, the Clarionites, Halanna and Uelos crafted a paradise of lush green forests, tall mountains and deep oceans, populated by both godly creations such as the first Dwarves and Dragons, but also the forgiven soldiers of the Elementals, such as the Genies and Giants. Castellos had found love in Halanna as the creation completed, and together they wed. Uelos and Yshtralania found solace amongst each other, and in the end Agrados found nothing. Fearing his brother's power, Castellos exiled him to the edge of the world, to guard against the encroaching darkness, while the remaining gods settled down to raise their offspring. Agrados quickly grew tired of this lonely existence.
Returning without the permission of his brother, and confessing his own feelings towards Halanna, Agrados flew into a rage upon his rejection, and violently forced himself upon the Primordial of Earth. Halanna was soon heavy with child, and in the process of birthing Agrados' foul spawn, she perished. Despite his grave misdeeds, Castellos offered his brother salvation, if he only were to slew the monsters his unholy union had created. Agrados refused, and thus began the Godswar.
Many gods, unhappy with the rule of Castellos, swore themselves to his Brother, joined by the treacherous Genies among other mortal races. In an effort to combat these great mortal hosts, the Avariel, winged messengers of the gods, were repurposed as foot soldiers for Castellos' forces. Agrados in turn would create and spawn many beasts and great monsters, but his greatest creation was one that fully embodied his ambition and desire for war. This creation was Humanity.
Despite all of his advantages however, Agrados would eventually be felled in single combat against his brother. Castellos' subsequent attempt to absorb the power of his brother however would cause him great pain, corrupting and splitting him into two distinct beings. This final battle saw the birth of the first Archdevil, Kazraiel, who would go on to become the first denizen of The Underworld, a prison forged to contain those deities which had sided with Agrados in the Godswar. To ensure peace, Castellos laid down the Godly Decrees, a series of dictates marking the retreat of the gods from the mortal plane, the condemnation of the traitor deities to The Underworld, and the granting of dominion over the Mortal Plane to the Dragons, foremost creations of the gods. Malliath, the first Dragon however, would come to despise the silence of his divine parents in the aftermath, and began to plot his own rebellion.
The Inheritance War began with Malliath breaking the Godly Decrees, forcing the gods to descend from the heavens to do battle with their wayward creations. The war however would prove decisively that the age of the Gods was nearing its end. Weakened by the Godswar and many centuries of decay, the forces of the Regent Court found themselves beaten back by their favored creations. Malliath earned the epitaph of "Godeater'', as he devoured Yshtralania and many other Gods. Adean himself, firstborn son of Castellos, would have met the same fate had his father not pushed him away from Malliath's greedy jaws at the last moment, losing an arm and leg in the process. Even the slaying of their leader did not dissuade the Dragons, and the Gods were forced back into the Heavens, abandoning their winged messengers to enslavement at the hands of their new draconic overlords. With their creators absent, the blessed white wings of the Avariel withered and died, and from them would emerge a new, mortal, race. Thus were the first Elves born, into a life of servitude.
Before their final departure however, Castellos and the Gods charged the mortal races with one day throwing off their chains and rule in their own right. For while Castellos was the lord and king of all of creation, in his weakened state he graciously granted the right for mortal monarchs and lords to rule in his stead over the material plane. Thus forevermore the Pantheon was formally known as the Regent Court, guiding and advising their chosen mortals from afar.
Below is a comprehensive list of the commonly accepted Gods of the Regent Court, as agreed upon by the Ten Pantheonic Councils.
Castellos:
King of the Gods, ruling over the domains of Justice, Order, Diplomacy and the Divine Right to Rule. Though wounded severely at the end of the Inheritance War, he has continued to exert great power of the material plane through a series of avatars, the most famous of which being the White Dragon of Castellos which saved the early Castanites from Gnollish enslavement, and guided them to their new home in Castanor. His symbol is a white sapphire scepter, or alternatively the White Dragon of Castellos.The Dame:
The daughter of Yshtralania and Uelos, Goddess of the Harvest, Knowledge and Magic, mantles she inherited from her deceased mother. Serving as Castellos' right-hand within the Court, The Dame is most well known for granting aid to Munas Moonsinger, bringing the Elves to Cannor. In the modern day she is the patron goddess of mages and Damerians alike. Her symbol is a crescent moon on a field of stars.Esmaryal:
The Goddess of Hearth, Fertility, Family and Health. She was born in the tumultuous age of the Godswar, eventually becoming the second wife of Castellos, and the mother of his children. The calm and bountiful Esmar River was named in her honor, from which sprung forth the Kingdom of Esmaria. Her symbol is a golden sun surrounded by a circle.Falah:
The Goddess of the Hunt, Nature, Animals and the Wilderness. Born from the forced coupling between Halanna and Agrados, Falah was entrusted as Goddess of the Hunt, with the hunting and killing of her monstrous siblings, known as the Spawn of Agrados, as penance for her father's crimes. Her symbol is a drawn bow facing east.Nerat:
The God of Judgement, Death, Law and Medicine. Born from the forced coupling between Halanna and Agrados, Nerat was tasked with the judgment of dead souls and to act as warden and jailer for The Underworld, and to keep the Archdevils of the Infernal Court contained, as penance for his father's crimes. His symbol is a set of ruby scales, emblazoned with a diamond.Adean:
Firstborn son of Castellos, and God of Chivalry, Duty and Righteousness. His most famous act to date was the severing of Malliath's first head during the Inheritance War, who's fall and impact created the Dragon Coast. It is through avatars of Adean that feudalism and chivalric duty first took root in Cannor and most famously in Chivalric Escann. His symbol is a spear surrounded by a hollowed blue circle.Ryala:
Firstborn daughter of Castellos, and Goddess of True Love, Beauty and Chastity. Amongst the Regent Court, she is known for empowering the most Avatars over the ages, and her Temple is the final authority in regards to marriage rites, legitimacy and annulments amongst the nobility of Anbennar. Her symbol is a love heart containing two interlocking rings.Balgar The Builder:
An Ascended mortal and God of Crafts, Construction, Monuments and Stone. In mortal life, Balgar was the master-builder which aided the early Castanites, creating the aptly named Balgar's Wonders, including the White Walls of Castanor, and the Castanorian Citadels marking the borders of the ancient Castanorian Empire. He ascended to take the empty seat of Ildran, the former God of Crafts, now an Archdevil. His symbol is a white anvil with a circle of golden metal hovering over it.Ara:
An Ascended mortal and Goddess of Fortune, Gold, Trade and Luck. More commonly known throughout Cannor as Lady Luck. Little of her mortal life is concurrently known, but it is assumed she was the chieftess of the Arami peoples who struck gold in the Damescrown region. She is assumed to have ascended around a century before the rise of Castanor, becoming the wife of Adean within the Court. Her symbol is a gold coin with a horseshoe upon it.Munas Moonsinger:
An Ascended mortal and God of Travel, Music and Exploration. Munas famously guided the Elven Remnant Fleet to the shores of Cannor in 1000 AA with the aid of The Dame, whereupon landing he organized and led the Silver Band, a group of Elven heroes in the War of the Sorcerer-King. In the aftermath he married the Human Auci. Queen of Dameria, and was taken to the Court by The Dame at the end of his life to replace the now-Infernals Mesner and Canturian as the God of music and travel respectively. His symbol is a blue ship with three crescent-moon sails.Nathalyne:
An Ascended mortal and Goddess of Thieves, Shadows and Darkness. Her life began as an orphan within the busy walls of Anbenncost, the result of a union between a Human and Elf, yet all the same blessed by The Dame. Her Half-Elf status would ensure for most of her life she would not be recognized as an Avatar of The Dame. Her exploits as a master thief are well known, thanks in part to being the first Cannorian in history to learn the mysterious art of Shadow Magic from the eastern Harimari tiger-men. Her symbol is a new moon with the silhouette of a woman dancing within it.Begga Goodfingers:
An Ascended mortal and Goddess of Charity and Selflessness. She was born as an Avatar of Ara, to tend to the needs of those hurt by Ara's more amoral followers. Her hard work made her a beloved sight across the Damescrown and Small Country. Following her death and Ascension, a great temple to her was built within the walls of Beepeck. Her symbol is a circle of coins above a beseeching set of hands.Minara:
An Ascended mortal and Goddess of Celebrations, Lust and Joy. Chosen from a young age as an Avatar of Ryala, Minara seemed completely unsuited in her role however. From her home around the Bay of Wines to the crowded Esmar River, Minara drank, lusted and partied to her heart's content, to the absolute shock and horror of the clergy. And yet, when Minara finally shuffled off the mortal coil, she was elevated by Ryala to take up Hedine's vacated seat in the Court. Her symbol is a half-eaten apple.Corin:
An Ascended mortal, and Goddess of War, Heroism and Valour. Corin is likely the most famous of the Ascendants, for as the Greentide ravaged Escann she rallied soldiers and adventurers from across the continent to blunt the Orcish advance, doing battle against Korgus Dookanson, and slaying him at the Battle of Castonath, at the cost of her own life. Most surprising of all however, was the reveal that she was an Avatar of the disgraced Agrados, former God of War. She died on the 10th of Nerament, 1444 AA, and was taken to the Court to take up the long-abandoned seat of War within the heavens. Her symbol is a sword upon a red shield.The Eight Schools of Magic
Chroniclers Encyclopedia
Order of Chroniclers Publishing House, Anbenncost
Chroniclers Encyclopedia
Order of Chroniclers Publishing House, Anbenncost
Magic refers to the mysterious force of energy which certain individuals of certain races or potent bloodlines may perform feats which break the "laws of reality", though it would be more accurate to say these displays merely bend the natural world, as magic is part of reality which simply supersedes other elements at times. Magic is mostly learned and used in predefined forms known as spells.
Magic comes in many flavors, from that magic which comes from the Divine, channeled through Avatars and representatives of the Gods, Druidic rudimentary spellweaving, the Bardic tradition of weaving spellcraft with music, and lastly the most common: Arcane spellcraft, a scientific and logical type of magic which must be studied, honed and finely controlled by the wielder to be effective.
Within Anbennar, Magic and spells are organized into eight "schools" by the Imperial Magisterium, as set down by the Elf Garion the Wise, one of Munas Moonsinger's companions in the Silver Band. Convening a council of the most able Elven and Human practitioners in the wake of the War of the Sorcerer-King, Garion's "Wise Council" laid down the groundwork which would morph into the current Imperial regulations, which includes a strong restriction on Necromancy, owing to its propensity for misuse, both hypothetically and historically. One needs only to look back four centuries, to Canrec the Defiler, whose White Pestilence wiped out a good portion of the Cannorian population and raised them as undead servants, forever tainting the School of Necromancy.
The following is a list of the Eight Schools, and the appropriate title of their practitioners:
School of Abjuration:
Deals in spells that protect, block or banish, such as defensive wards. Specialists in this school are called Abjurers.
School of Divination:
Deals in spells that reveal information, such as scrying or telling the future. Specialists in this school are called Diviners.
School of Illusion:
Deals in spells that alter perceptions and create false images and sounds, such as altering one's appearance. Specialists in this school are called Illusionists.
School of Conjuring:
Deals in spells that bring creatures or materials to Halann from another plane, such as elemental servants. Specialists in this school are called Conjurers.
School of Enchantment:
Deals in spells that affect the minds of others, such as charming or dominating creatures and people. Specialists in this school are called Enchanters.
School of Evocation:
Deals in spells that manipulate energy or create something out of nothing, such as creating a fireball. Specialists in this school are called Evokers.
School of Transmutation:
Deals in spells that change an object and its properties into something else, such as turning rocks into gold or shapeshifting into animals. Specialists in this school are called Transmuters.
School of Necromancy:
Deals in spells that manipulate, create or destroy positive life energy, such as draining someone's essence or creating an undead army. Specialists in this school are called Necromancers.
Lands of the Empire of Anbennar, on the Day of Corin's Ascension.
11th of Nerament, 1444 After Ashes
The Emperor:
Grand Duchy of Wex
Ruler: Emperor Lothane III sil Wex (Age: 43 / Born: 1401 AA)
Ruler Culture & Race: Wexonard (Alenic) / Half-Elf
Heir: Caylen sil Wex (Age: 14 / Born: 1430 AA)
Heir Culture & Race: Wexonard (Alenic) / Half-Elf
Armies: 4/4
Fleets: 1/1
Stability: 6
Manpower: 3/10
Grand Duchy of Wex
Ruler: Emperor Lothane III sil Wex (Age: 43 / Born: 1401 AA)
Ruler Culture & Race: Wexonard (Alenic) / Half-Elf
Heir: Caylen sil Wex (Age: 14 / Born: 1430 AA)
Heir Culture & Race: Wexonard (Alenic) / Half-Elf
Armies: 4/4
Fleets: 1/1
Stability: 6
Manpower: 3/10
The Wexonards are a people of Alenic descent, first emerging as a barbarian tribe somewhere in the far north, hugging the southern edges of the Giants Grave Sea. The beginnings of the Dragonwake in 470 AA forced their fellow Gawedi Alenics to migrate further south and west from their initial homelands due to the growing Dragon threat and cooling climate. This mass-migration forced the Wexonards in turn to abandon their homes and flee south towards the Dameshead. Still they were followed, and so the Wexonard people arrived at the gates of Damescrown and begged for aid. They were rejected, and so the Wexonards took the city by force, looting and pillaging it before moving on.
This pattern would repeat itself all across Esmaria, until the Wexonards stumbled across the ruined remains of Bal Hyl. Once a great Castanorian Citadel and a marker of the old Empire's borders, by the time of their arrival, it and the surrounding land had long been abandoned. Settling themselves within the ancient halls, the Kingdom of the Wexonards was born in 474 AA. Over the next few centuries it would slowly but continuously expand across the borderlands between Dameria and Dostanor, all the while rebuilding and expanding upon the foundations of Bal Hyl. In time, even the Citadel's name fell by the wayside, to be replaced by the name the Wexonards themselves had chosen. Wexkeep.
The lucrative mines of the surrounding Ironhills would in time draw the attention of the Jexian Empire, and later, despite their divergent cultural backgrounds, the Magisterium offered the Kingdom of Wex terms to join their new Imperial project. As a reward for willingly bending the knee, Wex was transformed into a Grand Duchy of the Empire, a rare honor it only shared with the now-perished realms of Esmaria and Dameria, and now left standing as the sole holder of such a title. Wex would serve the Emperors loyally, providing materials and troops in every conflict both foreign and domestic that has ever rocked Anbennar.
In recent history, Lothane sil Wex famously led the conspiracy which unseated the House of Silmuna from the Dove Throne, an act maintained by the Wexonards as necessary after all the sacrifices they have had to endure for Silmuna greed. Lothane III may be well-loved by his own subjects, but his fellow Imperial Princes view him with suspicion and revulsion. Many would say this is with good reason, for it was on his orders that the Imperial capital of Anbenncost was sacked by Rose Party forces. His personal troops spent the vast majority of the sacking hunting down and killing all members of the Silmuna family which still dwelled within the city's walls.
As for the Emperor himself, Lothane is known for his loathing of administrative tasks,and is known to be persuasive when he wishes so, but what he truly does excel at is the great pastime of many a Wexonard: Warfare. His tactical and strategic skill is all but unparalleled on the battlefield, as shown in the closing days of the Lilac Wars, but more important than that, Lothane shows a propensity for magic almost unheard of amongst his people. His current wife is Elisia Siloriel, sealing his alliance with the military powerhouse of Lorent.
His son and heir Caylen however, has proven himself to be a disappointment in every sense of the word, inheriting nothing of his father's drive, brilliance or magical abilities.
This pattern would repeat itself all across Esmaria, until the Wexonards stumbled across the ruined remains of Bal Hyl. Once a great Castanorian Citadel and a marker of the old Empire's borders, by the time of their arrival, it and the surrounding land had long been abandoned. Settling themselves within the ancient halls, the Kingdom of the Wexonards was born in 474 AA. Over the next few centuries it would slowly but continuously expand across the borderlands between Dameria and Dostanor, all the while rebuilding and expanding upon the foundations of Bal Hyl. In time, even the Citadel's name fell by the wayside, to be replaced by the name the Wexonards themselves had chosen. Wexkeep.
The lucrative mines of the surrounding Ironhills would in time draw the attention of the Jexian Empire, and later, despite their divergent cultural backgrounds, the Magisterium offered the Kingdom of Wex terms to join their new Imperial project. As a reward for willingly bending the knee, Wex was transformed into a Grand Duchy of the Empire, a rare honor it only shared with the now-perished realms of Esmaria and Dameria, and now left standing as the sole holder of such a title. Wex would serve the Emperors loyally, providing materials and troops in every conflict both foreign and domestic that has ever rocked Anbennar.
In recent history, Lothane sil Wex famously led the conspiracy which unseated the House of Silmuna from the Dove Throne, an act maintained by the Wexonards as necessary after all the sacrifices they have had to endure for Silmuna greed. Lothane III may be well-loved by his own subjects, but his fellow Imperial Princes view him with suspicion and revulsion. Many would say this is with good reason, for it was on his orders that the Imperial capital of Anbenncost was sacked by Rose Party forces. His personal troops spent the vast majority of the sacking hunting down and killing all members of the Silmuna family which still dwelled within the city's walls.
As for the Emperor himself, Lothane is known for his loathing of administrative tasks,and is known to be persuasive when he wishes so, but what he truly does excel at is the great pastime of many a Wexonard: Warfare. His tactical and strategic skill is all but unparalleled on the battlefield, as shown in the closing days of the Lilac Wars, but more important than that, Lothane shows a propensity for magic almost unheard of amongst his people. His current wife is Elisia Siloriel, sealing his alliance with the military powerhouse of Lorent.
His son and heir Caylen however, has proven himself to be a disappointment in every sense of the word, inheriting nothing of his father's drive, brilliance or magical abilities.
The Electors:
Duchy of Istralore
Ruler: Elector-Duchess Aucanna I Silistria (Age: 23 / Born: 1421 AA)
Ruler Culture & Race: East Damerian (Anbennarian) / Half-Elf
Heir: No Legal Heir
Heir Culture & Race: N/A
Armies: 1.5/2.5
Fleets: 2/2
Stability: 4
Manpower: 3/9
Duchy of Istralore
Ruler: Elector-Duchess Aucanna I Silistria (Age: 23 / Born: 1421 AA)
Ruler Culture & Race: East Damerian (Anbennarian) / Half-Elf
Heir: No Legal Heir
Heir Culture & Race: N/A
Armies: 1.5/2.5
Fleets: 2/2
Stability: 4
Manpower: 3/9
The Duchy of Istralore covers a great hilled area along the Eastern Damesneck known as the Damerian Dales, a rich source of iron and other metals vital to warmaking. These metal deposits proved vital for the early Damid peoples in securing their foothold around the Dameshead, and the area faced much development over the centuries. The duchy itself inherited its current name from its legendary founder, Istralania Warsinger.
Istralania was the captain of the Migrant Ship Estadha, loosely translated as "Lady Luck". While not the flagship of the Remnant Fleet by any stretch of the imagination, Istralania and her vessel commanded a great deal of respect amongst her fellow captains. When she agreed to aid Munas Moonsinger in finding a suitable shore for their people, the other ships fell in line behind her.
Following the end of the War of the Sorcerer-King, Istralania settled down with a Human knight of great renown known as Sideric the Patient, with the pair being granted the Damerian Dales as thanks for their valiant efforts in the war by Marion I Silmuna, the son of her departed friend.
When Dameria submitted to the Magisterium at the end of the Interregnum, Istralore dutifully and loyally bent the knee in turn. Over the decades the duchy had developed an extensive martial culture, which ensured the dukes and duchesses of the Dales a place within the Imperial hierarchy, as Marshals of the Imperial Army. This prestigious title is still held by Istralore to this day, despite many attempted political maneuvers by their rivals.
During the Lilac Wars, as ever, the duchy of Istralore again and again gathered the troops of the Empire and set off for the battlefields in the distant west. It was this duty however which would prevent them from halting what came next. When the Wexonards betrayed the Empire and sided with Lorent, the armies of Istralore were smashed and forced into retreat. Now the Silmunas are gone, Dameria is destroyed, and a usurper sits upon the Dove Throne. Istralore, as the ever-honored second-in-command, must take up the torch Dameria left behind, and rally the Moon Party anew.
Aucanna I Silistria is the Elector-Duchess of Istralore, and only due to cruel fate. Her father was attending the Moon Council in Anbenncost when Lothane and the Wexonards ambushed the Silmuna supporters, and he was slain in turn. Upon reaching her majority, Aucanna took up her new mantle with great stride, pushing herself into a deluge of martial training and preparation, much like her ancestors had done before her, if only to deal with the grief of her loss. She has no patience for the duties of state or the prattle of diplomats, preferring instead to spend time practicing duels or drill troops, and dreaming of the day she may bury her sword in The Usurper's gut. She leaves more domestic and courtly affairs to her husband, her cousin Ricain Silistria, a member of the Seinathil-branch of the Silistria family.
Given their young age, the pair have no children.
Istralania was the captain of the Migrant Ship Estadha, loosely translated as "Lady Luck". While not the flagship of the Remnant Fleet by any stretch of the imagination, Istralania and her vessel commanded a great deal of respect amongst her fellow captains. When she agreed to aid Munas Moonsinger in finding a suitable shore for their people, the other ships fell in line behind her.
Following the end of the War of the Sorcerer-King, Istralania settled down with a Human knight of great renown known as Sideric the Patient, with the pair being granted the Damerian Dales as thanks for their valiant efforts in the war by Marion I Silmuna, the son of her departed friend.
When Dameria submitted to the Magisterium at the end of the Interregnum, Istralore dutifully and loyally bent the knee in turn. Over the decades the duchy had developed an extensive martial culture, which ensured the dukes and duchesses of the Dales a place within the Imperial hierarchy, as Marshals of the Imperial Army. This prestigious title is still held by Istralore to this day, despite many attempted political maneuvers by their rivals.
During the Lilac Wars, as ever, the duchy of Istralore again and again gathered the troops of the Empire and set off for the battlefields in the distant west. It was this duty however which would prevent them from halting what came next. When the Wexonards betrayed the Empire and sided with Lorent, the armies of Istralore were smashed and forced into retreat. Now the Silmunas are gone, Dameria is destroyed, and a usurper sits upon the Dove Throne. Istralore, as the ever-honored second-in-command, must take up the torch Dameria left behind, and rally the Moon Party anew.
Aucanna I Silistria is the Elector-Duchess of Istralore, and only due to cruel fate. Her father was attending the Moon Council in Anbenncost when Lothane and the Wexonards ambushed the Silmuna supporters, and he was slain in turn. Upon reaching her majority, Aucanna took up her new mantle with great stride, pushing herself into a deluge of martial training and preparation, much like her ancestors had done before her, if only to deal with the grief of her loss. She has no patience for the duties of state or the prattle of diplomats, preferring instead to spend time practicing duels or drill troops, and dreaming of the day she may bury her sword in The Usurper's gut. She leaves more domestic and courtly affairs to her husband, her cousin Ricain Silistria, a member of the Seinathil-branch of the Silistria family.
Given their young age, the pair have no children.
Duchy of Pearlsedge
Ruler: Duke-Elector Caylen V silna Trisfer (Age: 21 / Born: 1423 AA)
Ruler Culture & Race: Pearsledger (Anbennarian) / Half-Elf
Heir: No Legal Heir
Heir Culture & Race: N/A
Armies: 2/2
Fleets: 2/2
Stability: 5
Manpower: 3/8
The Kingdom of Pearlsedge was founded in 879 AA by Henrik Divenscourge, a Gerudian reaver of great renown who grew frustrated with the great distances between his native home of Dalr and the prime raiding targets in the Damescrown and Divenhal. His warband displaced the local Tretunic peoples from the area, and the region quickly proved a great thorn in the sides of both Dameria and Verne.
During the turbulent Interregnum, the Kingdom would find itself almost constantly at war with its neighbors, and while their fleet could halt the advances of the Vernmen wyvern riders to the east, the Kingdom of Dameria needed only to march until they hit the sea. The kingdom was reduced to a mere duchy swearing fealty to the Damerians. When the Magisterium issued their ultimatum, and Dameria submitted, Pearlsedge went with them into servitude under the Imperial banner.
In 1262 AA, the House of Pearlman ended, and the throne of the now-influential electoral duchy was handed over to the House of Trisfer, a cadet-branch more at home in the Elvenized courts of Dameria and Lorent. They proved able to hold their new throne, despite the best efforts of their subjects and lower nobility, who even then stubbornly held onto part of their Gerudian heritage. Despite that however, the Pearlsedger peoples have proven surprisingly loyal vassals to the Damerians, up until the final days of the Fourth Lilac War. Beset by enemies on all sides and facing economic collapse, the duchy bent the knee to Wex and switched sides, if reluctantly.
Their current Duke-Elector is Caylen V of the House of Trisfer, born in the closing days of the Lilac Wars. He is too young to remember the hardships his predecessors had to endure in those times, and has consequently begun to drift out of Wex's sphere of influence. He must now chart a course for his people independent of their defunct Damerian masters.
Caylen has neither a wife nor children.
During the turbulent Interregnum, the Kingdom would find itself almost constantly at war with its neighbors, and while their fleet could halt the advances of the Vernmen wyvern riders to the east, the Kingdom of Dameria needed only to march until they hit the sea. The kingdom was reduced to a mere duchy swearing fealty to the Damerians. When the Magisterium issued their ultimatum, and Dameria submitted, Pearlsedge went with them into servitude under the Imperial banner.
In 1262 AA, the House of Pearlman ended, and the throne of the now-influential electoral duchy was handed over to the House of Trisfer, a cadet-branch more at home in the Elvenized courts of Dameria and Lorent. They proved able to hold their new throne, despite the best efforts of their subjects and lower nobility, who even then stubbornly held onto part of their Gerudian heritage. Despite that however, the Pearlsedger peoples have proven surprisingly loyal vassals to the Damerians, up until the final days of the Fourth Lilac War. Beset by enemies on all sides and facing economic collapse, the duchy bent the knee to Wex and switched sides, if reluctantly.
Their current Duke-Elector is Caylen V of the House of Trisfer, born in the closing days of the Lilac Wars. He is too young to remember the hardships his predecessors had to endure in those times, and has consequently begun to drift out of Wex's sphere of influence. He must now chart a course for his people independent of their defunct Damerian masters.
Caylen has neither a wife nor children.
Free City of Beepeck
Ruler: Lord-Elector Devan "The Old Bee" (Age: 57 / Born: 1387 AA)
Ruler Culture & Race: Imperial Halfling (Halfling) / Halfling
Next Election Due: 1448 AA (4 Years Away)
Armies: 2/2
Fleets: 2.5/2.5
Stability: 5
Manpower: 3/9
The City of Beepeck began life as a Gnomish Hierarchy port town on the edges of the calm Dameshead, to facilitate easier trade with the dominant Castanorian Empire, while also providing a needed source of salt, harvested from the aptly named Saltmarshes which surrounded the town. As the Dragonwake arrived over 600 years later and destroyed the Hierarchy, many aristocrats and learned Gnomes fled to Beepeck to escape the devastation. By then it had already transformed into a mighty metropolis and de-facto eastern capital of the Gnomes. Resentment of the tribal Halfling servant population would however brew and simmer all the while the Gnomes continued to disperse across Cannor.
When the final collapse of the Hierarchy reached Beepeck, it fell under Halfling rule for the first time. Subsequently it petitioned to join the burgeoning Small Kingdom, though lost the opportunity to become the kingdom's capital due to a recent devastating sack at the hands of Gawedi barbarians.
During the War of the Sorcerer King, the Third Tall War saw the destruction of the old Small Kingdom and the annexation of Beepeck into occupied Lorent. The acolytes of Black Castanor put the Halfling population to work as slave labor, and only with the arrival of the Elves in 1000 AA was the city liberated by the League of Free Realms. Jubilant Halfling forces would then serve with the League all the way to its very end.
In the following Interregnum, Beepeck would be passed around between Loret and Gawed, like the rest of the Small Country, in the aptly named Wars of Dominion. As a result Beepeck was an early and eager adopter of the Imperial project proposed by the Magisterium, and as a reward for their loyalty the newly-made Free City was made the electoral representative of all Halflings within the Dameshead region. A prestigious position to be sure. Despite this, Beepeck would in time rally against the Silmunas during the Lilac Wars, to counter the rising power of Dameria to their south.
Now however, Dameria is dead, and a new age dawns on Anbennar. Lord Evan "The Old Bee" has ensured the security and prosperity of his city, and more importantly, secured his connections and deals with the new regime. It proved an easy challenge for one of his administrative caliber and charisma. The fruits of victory may now be plucked at his leisure, and he intends to enjoy them to their fullest extent.
Lord-Elector Devan expects to easily win the next election, slated to be conducted sometime in 1448 AA.
When the final collapse of the Hierarchy reached Beepeck, it fell under Halfling rule for the first time. Subsequently it petitioned to join the burgeoning Small Kingdom, though lost the opportunity to become the kingdom's capital due to a recent devastating sack at the hands of Gawedi barbarians.
During the War of the Sorcerer King, the Third Tall War saw the destruction of the old Small Kingdom and the annexation of Beepeck into occupied Lorent. The acolytes of Black Castanor put the Halfling population to work as slave labor, and only with the arrival of the Elves in 1000 AA was the city liberated by the League of Free Realms. Jubilant Halfling forces would then serve with the League all the way to its very end.
In the following Interregnum, Beepeck would be passed around between Loret and Gawed, like the rest of the Small Country, in the aptly named Wars of Dominion. As a result Beepeck was an early and eager adopter of the Imperial project proposed by the Magisterium, and as a reward for their loyalty the newly-made Free City was made the electoral representative of all Halflings within the Dameshead region. A prestigious position to be sure. Despite this, Beepeck would in time rally against the Silmunas during the Lilac Wars, to counter the rising power of Dameria to their south.
Now however, Dameria is dead, and a new age dawns on Anbennar. Lord Evan "The Old Bee" has ensured the security and prosperity of his city, and more importantly, secured his connections and deals with the new regime. It proved an easy challenge for one of his administrative caliber and charisma. The fruits of victory may now be plucked at his leisure, and he intends to enjoy them to their fullest extent.
Lord-Elector Devan expects to easily win the next election, slated to be conducted sometime in 1448 AA.
Dwarfhall of Silverforge
Ruler: Lord-Elector Foldan III Silverhammer (Age: 65 / Born: 1379 AA)
Ruler Culture & Race: Silver Dwarf (Dwarven) / Dwarf
Next Election Due: On Ruler Death
Armies: 3/3
Fleets: 0/0
Stability: 5
Manpower: 2/4.5
In 462 BA, on the eve of Castan the Great's Alenic Campaign, great and rich deposits of iron ore were discovered within the Havoral Divide, a great mountain range separating the Damescrown from the Forlorn Vale. At the base of these great mountains, a mining colony populated by surface-dwelling Stone Dwarves was established on the orders of Castan. Attempts to encourage further investment into the colony however would prove problematic, as the Fey reasserted themselves in the Vale and made travel between the Castanorian heartland and the colony difficult. Even the digging of a great Dwarven road, the Astunad, straight through the mountain range did not elicit much reaction from the Human patricians or fellow Stone Dwarves in the homelands.
When the Day of Ashen Skies rocked the world, and Castanor began its retreat in the aftermath, much of the old mine was abandoned, and the surviving Dwarven population relocated further south, where attempts were made to dig a sustainable Dwarfhold. THe Havorals however proved completely unsuitable to this task. With no invincible bulwark to retreat to, the Dwarves submitted to the local barbarian Humans without a fight, being forced in the aftermath to pay tributes of iron in exchange for protection. Otherwise, the Dwarves were mostly left alone, which suited both parties nicely. Rulers and kingdoms came and went, but what would become known as Silverforge would carry on and endure.
Separated by distance and time from their Stone brethren in the east, a different culture of self-reliant Silver Dwarves had sprung up, more concerned with the activities and growth of their own hold over any notions of "reclamations'' and "restorations'' of millenia-old claims to dusty ruins in the Serpentspine. Regardless, when contact was finally restored with Castanor proper in the late 800s AA, there was much rejoicing and celebration for both groups, though the joyous times would sadly not last. The War of the Sorcerer-King was on the horizon, and despite the calls from senior leadership within the Hall to support Castanor, a resistance group within Silverforge called for a joining with Dameria and the League of Free Realms. As the Elves landed upon the continent and provided their magical expertise against the Castanorians, the resistance force within Silverforge was vindicated. Clearly Castellos had abandoned his once-favored sons, if the Dame was allowed so blatantly to aid their enemies. With Dwarven aid, the eastern Dameshead was soon liberated from Castanorian occupation.
In the aftermath of the War, the lands of the Esmar River came under the dominion of the Kingdom of Esmaria, among which Silverforge was a loyal and effective vassal, providing riches and soldiers to their overlords. When Esmaria joined with Anbennar at its founding, Silverforged followed. As the undisputedly richest and largest Dwarven polity within Anbennar, they were appointed as Electors to represent the interests of the Dwarven citizens of the Empire. A most prestigious and honored position amongst the Imperial aristocracy.
In 1365 AA, the last Grand Duke of Esmaria died, and following the Grand Duchy's dissolution, Silverforge was quick to build a working relationship with their new liege lords, the Silmuna Emperors of Dameria. The Dwarves mustered for battle eagerly in the Lilac Wars again and again, even when their supposed superiors like Wex faltered and complained. The Silmunas were murdered by treachery. Their vassals so eager to forget their oaths and shirk their duties, but Silverforge remained steadfast til the very end. A Usurper now sits on the Dove Throne, but he shall not sit easily.
The Silverhammer clan has ruled Silverforge for many years, and are currently headed by their relatively new clan head, Foldan. Though still young in the eyes of his people, he is an able administrator and has witnessed much of the recent troubles which saw his rightful liege torn apart by traitors and opportunists alike. He shall not forgive, nor shall he forget. Neither will the traitors, when his warhammer caves their heads in.
Silverforge is run as a Republic in a loose interpretation of the word. The Dwarves of the Hall do not elect a person, but rather one of the Clans amongst their number. The nature of such elections can ensure a single family retains control over the levers of state for many Dwarven generations.
When the Day of Ashen Skies rocked the world, and Castanor began its retreat in the aftermath, much of the old mine was abandoned, and the surviving Dwarven population relocated further south, where attempts were made to dig a sustainable Dwarfhold. THe Havorals however proved completely unsuitable to this task. With no invincible bulwark to retreat to, the Dwarves submitted to the local barbarian Humans without a fight, being forced in the aftermath to pay tributes of iron in exchange for protection. Otherwise, the Dwarves were mostly left alone, which suited both parties nicely. Rulers and kingdoms came and went, but what would become known as Silverforge would carry on and endure.
Separated by distance and time from their Stone brethren in the east, a different culture of self-reliant Silver Dwarves had sprung up, more concerned with the activities and growth of their own hold over any notions of "reclamations'' and "restorations'' of millenia-old claims to dusty ruins in the Serpentspine. Regardless, when contact was finally restored with Castanor proper in the late 800s AA, there was much rejoicing and celebration for both groups, though the joyous times would sadly not last. The War of the Sorcerer-King was on the horizon, and despite the calls from senior leadership within the Hall to support Castanor, a resistance group within Silverforge called for a joining with Dameria and the League of Free Realms. As the Elves landed upon the continent and provided their magical expertise against the Castanorians, the resistance force within Silverforge was vindicated. Clearly Castellos had abandoned his once-favored sons, if the Dame was allowed so blatantly to aid their enemies. With Dwarven aid, the eastern Dameshead was soon liberated from Castanorian occupation.
In the aftermath of the War, the lands of the Esmar River came under the dominion of the Kingdom of Esmaria, among which Silverforge was a loyal and effective vassal, providing riches and soldiers to their overlords. When Esmaria joined with Anbennar at its founding, Silverforged followed. As the undisputedly richest and largest Dwarven polity within Anbennar, they were appointed as Electors to represent the interests of the Dwarven citizens of the Empire. A most prestigious and honored position amongst the Imperial aristocracy.
In 1365 AA, the last Grand Duke of Esmaria died, and following the Grand Duchy's dissolution, Silverforge was quick to build a working relationship with their new liege lords, the Silmuna Emperors of Dameria. The Dwarves mustered for battle eagerly in the Lilac Wars again and again, even when their supposed superiors like Wex faltered and complained. The Silmunas were murdered by treachery. Their vassals so eager to forget their oaths and shirk their duties, but Silverforge remained steadfast til the very end. A Usurper now sits on the Dove Throne, but he shall not sit easily.
The Silverhammer clan has ruled Silverforge for many years, and are currently headed by their relatively new clan head, Foldan. Though still young in the eyes of his people, he is an able administrator and has witnessed much of the recent troubles which saw his rightful liege torn apart by traitors and opportunists alike. He shall not forgive, nor shall he forget. Neither will the traitors, when his warhammer caves their heads in.
Silverforge is run as a Republic in a loose interpretation of the word. The Dwarves of the Hall do not elect a person, but rather one of the Clans amongst their number. The nature of such elections can ensure a single family retains control over the levers of state for many Dwarven generations.
Elfrealm of Moonhaven
Ruler: Prince-Elector Varilor II "The Young" Bluetongue (Age 241 / Born: 1203 AA)
Ruler Culture & Race: Moon Elf (Elven) / Elf
Next Election Due: 1468 AA (24 Years Away)
Armies: 2/2
Fleets: 2/2
Stability: 4
Manpower: 2/5
The Silverwoods, which makes up the vast majority of the land Moonhaven currently occupies, was always a sparsely populated region home to the occasional logging camp and fishing village, until the arrival of the Elves in 1000 AA. Varilor Bluetongue, brother of Munas Moonsinger, would command the Free Realms navies to devastating effect from a fortified supply base within the woods at the mouth of the Luna River against the forces of Castanor throughout the War of the Sorcerer-King. As thanks for his efforts, Varilor's nephew, King Marion I Silmuna of Dameria, granted the entire region to Varilor and his followers to settle, as vassals of his kingdom. Varilor graciously accepted, being named the first Prince of Moonhaven by his followers.
The newest refugee for the Moon Elven people would adopt the electoral succession laws of the Remnant Fleet, ostensibly to ensure the most capable Elf would be named Prince, to represent their interests fully within the greater Kingdom of Dameria. In practice however, Varilor would be completely unassailable due to his history and status. He would only be unseated in the end with his own death, many years in the future.
On the eve of Anbennar's creation, Moonhaven loyally followed their cousins within greater Dameria. Thanks to efforts of Varilor and his officials, his Princedom was at the forefront of the cultural mixing, the Elvenization experienced in Dameria itself quickly spread to their sister-cultures across the Dameshead. In turn, the Elves of Moonhaven adopted many Human customs and rites, eventually even abandoning the traditional Elven form of ancestral worship for the Gods of the Regent Court. It was for this reason that Moonhaven was chosen as the Electoral representative of all Elven citizens within the Empire, a position that was ruthlessly exploited by Varilor and his Silmuna overlords for the coming century for the latter's Imperial benefit.
At the advent of the Lilac Wars, Varilor Bluetongue gathered his levies and marched alongside the ever-loyal vassals of his now-Godly brother's descendants. While in his twilight years, Varilor proved as-ever an able naval commander, striking blows against Lorentish shipping and trade all the way til the very end of the war. Sadly, as Lothane of Wex assaulted the supporters of the Silmuna family during the Battle of the Moon Council, Varilor was finally felled by an assassin's blade. The death of one of the last living witnesses to The Landing and War of the Sorcerer-King sent shockwaves throughout the Empire, but its greatest impact would be felt still within Moonhaven itself. Varilor II, his father's only son after all these years, and barely over 200 years old, did now have to bear his father's crown and take up his father's sword. The nobles of Moonhaven had grown so used to the rule of the Bluetongues, that the election of his son was at this point a mere bureaucratic formality.
Even now, 20 years after the fact, Varilor II still grieves for his fallen father, much like his subjects and vassals, yet unlike them, he knows he cannot wallow in sorrow forever. The Wexonard Usurper still sits on the throne, and the Moon Party remains disorganized. In honor of his father and his murdered cousins, something must be done. The ship of history must be righted before all is lost forever.
The newest refugee for the Moon Elven people would adopt the electoral succession laws of the Remnant Fleet, ostensibly to ensure the most capable Elf would be named Prince, to represent their interests fully within the greater Kingdom of Dameria. In practice however, Varilor would be completely unassailable due to his history and status. He would only be unseated in the end with his own death, many years in the future.
On the eve of Anbennar's creation, Moonhaven loyally followed their cousins within greater Dameria. Thanks to efforts of Varilor and his officials, his Princedom was at the forefront of the cultural mixing, the Elvenization experienced in Dameria itself quickly spread to their sister-cultures across the Dameshead. In turn, the Elves of Moonhaven adopted many Human customs and rites, eventually even abandoning the traditional Elven form of ancestral worship for the Gods of the Regent Court. It was for this reason that Moonhaven was chosen as the Electoral representative of all Elven citizens within the Empire, a position that was ruthlessly exploited by Varilor and his Silmuna overlords for the coming century for the latter's Imperial benefit.
At the advent of the Lilac Wars, Varilor Bluetongue gathered his levies and marched alongside the ever-loyal vassals of his now-Godly brother's descendants. While in his twilight years, Varilor proved as-ever an able naval commander, striking blows against Lorentish shipping and trade all the way til the very end of the war. Sadly, as Lothane of Wex assaulted the supporters of the Silmuna family during the Battle of the Moon Council, Varilor was finally felled by an assassin's blade. The death of one of the last living witnesses to The Landing and War of the Sorcerer-King sent shockwaves throughout the Empire, but its greatest impact would be felt still within Moonhaven itself. Varilor II, his father's only son after all these years, and barely over 200 years old, did now have to bear his father's crown and take up his father's sword. The nobles of Moonhaven had grown so used to the rule of the Bluetongues, that the election of his son was at this point a mere bureaucratic formality.
Even now, 20 years after the fact, Varilor II still grieves for his fallen father, much like his subjects and vassals, yet unlike them, he knows he cannot wallow in sorrow forever. The Wexonard Usurper still sits on the throne, and the Moon Party remains disorganized. In honor of his father and his murdered cousins, something must be done. The ship of history must be righted before all is lost forever.
Free City of Damescrown
Ruler: Lord-Elector Aldres "The Golden" Silcalas (Age 83 / Born: 1363 AA)
Ruler Culture & Race: Crownsman (Anbennarian) / Half-Elf
Next Election Due: 1448 AA (4 Years Away)
Armies: 2/2
Fleets: 3/3
Stability: 5
Manpower: 3/10
The Damescrown region bears its name for two reasons. The richness of its sprawling agriculture, and its equally deep gold deposits, and much like the region itself, the city of Damescrown is known for two things. Mercantile endeavors and shipbuilding. While Anbenncost may be the heart of the Empire, it is the Damescrown which is its ravenous maw, with goods and people from all over the continent flowing into the city in unfathomable quantities.
Nestled in the aptly named Bay of Crowns, and running along the mouth of the bountiful Esmar river, Damescrown began life as a gold mining town and small trade port. As Esmaria grew into a kingdom of great renown and strength, and the custom of riverbarge parties blossomed in this prosperous time, the city of Damescrown would expand by leaps and bounds, snaking its way up the Esmar. When the gold ran out, the city took great strides to reinvent itself as a ship-building one, and while the trick worked, it would in time cause a great deforestation of the surrounding area and the Cestir region.
By the time of Anbennar's formation, Damescrown was already independent in all but name from their former Esmarian overlords. Wealthy beyond measure from trade and shipping contracts, the arrival of the Silcalas family, descendants of the great Elven architect Calascandur, would ensure the city's continued prosperity for the coming centuries. It is thanks to their influence and silver tongued charisma that the prestigious Electoral title as representative of the Crownmen of the north was bequeathed to the Free City. In time, the family would expand their holdings into the neighboring Marquisate of Arbaran, forming a powerful bloc of both economic might and military power in the north that few could best. A working relationship eagerly pursued by the two close branches of the Silver Family.
As the Lilac Wars raged across the southern regions of the Empire, the city suffered in wartime. Trade dried up, economic activity lessened, and ships of all shapes and sizes now found themselves under threat even in the calm waters of the Dameshead. Something needed to be done, lest the city descend into chaos. A suggestion from the Arbaran-branch of the family brought a glimmer of hope that the Damescrown-branch happily accepted. Formally joining the Rose Party, Damescrown offered generous loans to beleaguered Lorent and her allies, with high interest rates to encourage a swift end to the conflict. Regardless of the outcome, the city would now survive.
In the wake of the victory, and with obligations rendered to Lorent and Wex, the loans were called up, the money collected from incensed aristocrats and tearful merchants, and Damescrown returned as it always had, to matters of money and trade. Lord-Elector Aldres "The Golden" earned his nickname from his financial scheme which saw the city through the Empire's greatest crisis to date, and he shrewdly uses it even now to guarantee his success in the coming city elections, postponed for so long by the rigors of war and death. Some however wonder if the man is even fit to run, given his advanced age. Despite the strength of his Elven blood, the Lord-Elector is not the man he used to be. Perhaps it is finally time for a new member of the Silcalas family to boldly step forth and claim the title of Lord-Mayor for himself?
Nestled in the aptly named Bay of Crowns, and running along the mouth of the bountiful Esmar river, Damescrown began life as a gold mining town and small trade port. As Esmaria grew into a kingdom of great renown and strength, and the custom of riverbarge parties blossomed in this prosperous time, the city of Damescrown would expand by leaps and bounds, snaking its way up the Esmar. When the gold ran out, the city took great strides to reinvent itself as a ship-building one, and while the trick worked, it would in time cause a great deforestation of the surrounding area and the Cestir region.
By the time of Anbennar's formation, Damescrown was already independent in all but name from their former Esmarian overlords. Wealthy beyond measure from trade and shipping contracts, the arrival of the Silcalas family, descendants of the great Elven architect Calascandur, would ensure the city's continued prosperity for the coming centuries. It is thanks to their influence and silver tongued charisma that the prestigious Electoral title as representative of the Crownmen of the north was bequeathed to the Free City. In time, the family would expand their holdings into the neighboring Marquisate of Arbaran, forming a powerful bloc of both economic might and military power in the north that few could best. A working relationship eagerly pursued by the two close branches of the Silver Family.
As the Lilac Wars raged across the southern regions of the Empire, the city suffered in wartime. Trade dried up, economic activity lessened, and ships of all shapes and sizes now found themselves under threat even in the calm waters of the Dameshead. Something needed to be done, lest the city descend into chaos. A suggestion from the Arbaran-branch of the family brought a glimmer of hope that the Damescrown-branch happily accepted. Formally joining the Rose Party, Damescrown offered generous loans to beleaguered Lorent and her allies, with high interest rates to encourage a swift end to the conflict. Regardless of the outcome, the city would now survive.
In the wake of the victory, and with obligations rendered to Lorent and Wex, the loans were called up, the money collected from incensed aristocrats and tearful merchants, and Damescrown returned as it always had, to matters of money and trade. Lord-Elector Aldres "The Golden" earned his nickname from his financial scheme which saw the city through the Empire's greatest crisis to date, and he shrewdly uses it even now to guarantee his success in the coming city elections, postponed for so long by the rigors of war and death. Some however wonder if the man is even fit to run, given his advanced age. Despite the strength of his Elven blood, the Lord-Elector is not the man he used to be. Perhaps it is finally time for a new member of the Silcalas family to boldly step forth and claim the title of Lord-Mayor for himself?
Imperial Magisterium
Ruler: Grand Magister Corvan of Vinerick (Age 58 / Born:1386 AA)
Ruler Culture & Race: Wexonard (Alenic) / Human
Next Election Due: On Ruler Death
Armies: 2/2
Fleets: 2/2
Stability: 4
Manpower: 3/8
The Magisterium as we know it today began with Garion the Wise, the oldest and wisest of Munas Moonsinger's Silver Band during the War of the Sorcerer-King. Bearing witness to the unspeakable atrocities committed in the name of magical dominion, Garion would in the war's aftermath dedicating himself not to ruling any one domain in Dameria or the new Elfrealms carved out of the western reaches of Castanor, but instead rather to gather a series of valued apprentices to both teach the wonders of magic, but also to warn of it's dangers, for in the wrong hands it could perform terrible deeds. Thus, Garion's Wise Council would be formed, and together they created the first comprehensive classification of Arcane Magic in the world, the Eight Schools of Magic. Over the years, their organization would continue to expand, though as the fires of the Interregnum continued to flare and grow, increasingly they had to gather in secret. Magic continued to be distrusted and feared by many, and a large collection of magical practitioners all coming together in one place was enough to make even the most powerful lord or king nervous.
As the endless war for supremacy raged over the Dameshead region, increasingly many mages within Garion's organization began to see themselves as the solution to the troubles of the day. If they could somehow force the warlords to come to terms, perhaps a peaceful settlement could be reached that satisfied all? Garion was unconvinced, and further forbade his apprentices to interfere with such secular matters.
They did not listen.
Without even the knowledge of their master, magisters from all walks of life and all races of the Dameshead came together at Aranthil. Demonstrating their vast and terrible magical power before the assembly of lords, dukes and kings, the mages asked for simply one thing. Stop fighting, or be destroyed. Many listened, others did not, and the mages went through on their threat. Delian Whitecloak, a key figure in the creation of this lasting peace, would be hailed as the first Mage-Emperor of Anbennar. Garion was horrified by what had been done, but he could do little to stop it now. The Magisterium was founded, and would rule forevermore! At least…that was the hope.
It did not come to pass.
Following the Wars of Rule, the Magisterium was reorganized. No longer would its members administrate the disparate realm, but instead act as its magical enforcers. The memory of the Sorcerer-King and his terrible Acolytes still haunted the nightmares of Cannor even centuries after their fall. To prevent such a disaster from ever coming to pass again, the Magisterium was granted sole right to train and police the mages of the Empire. Crimes of a magical nature would be theirs to investigate and pass judgment upon, and it was they who had to answer to the nobility when a mage, no matter how young, ran amok and caused devastation. It was a poor substitute for rulership, but the Magisters took it in stride.
In modern times, the Magisterium finds itself in an enviable position, for its rights to police magic use has been extended to the far corners of Cannor, even beyond the boundaries of the Empire. They serve as Electoral representatives of all magic users within Anbennar, and the greatest mage amongst them, the aptly acclaimed Grand Magister, is a valued member of any Emperor's court, providing advice and counsel as needed.
It seems however one magister has decided to take things one step further. Corvan of Vinerick is a powerful mage. He was discovered early on in his life living within the Grand Duchy of Wex, an environment and upbringing that never really left him as he entered the halls of the Imperial Academy. The only thing which could truly match his abilities as a mage is his ambition, a trait which saw him soar onto the Council of Magisters, and even more shortly after that elevated to Grand Magister in an auspicious event which many still cast doubt upon. It was Corvan who, in the aftermath of the terrible Battle of the Moon Council, invoked aged, but nonetheless, dubiously-legal rights held by the Magisterium to proclaim Lothane III of Wex Emperor of Anbennar. It is the event that made him both famous and infamous in equal measure. For the first time in centuries, the Magisterium had acted without the consent of the aristocracy. Many uncomfortable questions await in the organization's future, but it matters little for Corvan now. He is on top of the world, with a pliant ally in the new Emperor, and the powers of the Magisterium at his beck and call. Life is good, and will surely only keep getting better.
As the endless war for supremacy raged over the Dameshead region, increasingly many mages within Garion's organization began to see themselves as the solution to the troubles of the day. If they could somehow force the warlords to come to terms, perhaps a peaceful settlement could be reached that satisfied all? Garion was unconvinced, and further forbade his apprentices to interfere with such secular matters.
They did not listen.
Without even the knowledge of their master, magisters from all walks of life and all races of the Dameshead came together at Aranthil. Demonstrating their vast and terrible magical power before the assembly of lords, dukes and kings, the mages asked for simply one thing. Stop fighting, or be destroyed. Many listened, others did not, and the mages went through on their threat. Delian Whitecloak, a key figure in the creation of this lasting peace, would be hailed as the first Mage-Emperor of Anbennar. Garion was horrified by what had been done, but he could do little to stop it now. The Magisterium was founded, and would rule forevermore! At least…that was the hope.
It did not come to pass.
Following the Wars of Rule, the Magisterium was reorganized. No longer would its members administrate the disparate realm, but instead act as its magical enforcers. The memory of the Sorcerer-King and his terrible Acolytes still haunted the nightmares of Cannor even centuries after their fall. To prevent such a disaster from ever coming to pass again, the Magisterium was granted sole right to train and police the mages of the Empire. Crimes of a magical nature would be theirs to investigate and pass judgment upon, and it was they who had to answer to the nobility when a mage, no matter how young, ran amok and caused devastation. It was a poor substitute for rulership, but the Magisters took it in stride.
In modern times, the Magisterium finds itself in an enviable position, for its rights to police magic use has been extended to the far corners of Cannor, even beyond the boundaries of the Empire. They serve as Electoral representatives of all magic users within Anbennar, and the greatest mage amongst them, the aptly acclaimed Grand Magister, is a valued member of any Emperor's court, providing advice and counsel as needed.
It seems however one magister has decided to take things one step further. Corvan of Vinerick is a powerful mage. He was discovered early on in his life living within the Grand Duchy of Wex, an environment and upbringing that never really left him as he entered the halls of the Imperial Academy. The only thing which could truly match his abilities as a mage is his ambition, a trait which saw him soar onto the Council of Magisters, and even more shortly after that elevated to Grand Magister in an auspicious event which many still cast doubt upon. It was Corvan who, in the aftermath of the terrible Battle of the Moon Council, invoked aged, but nonetheless, dubiously-legal rights held by the Magisterium to proclaim Lothane III of Wex Emperor of Anbennar. It is the event that made him both famous and infamous in equal measure. For the first time in centuries, the Magisterium had acted without the consent of the aristocracy. Many uncomfortable questions await in the organization's future, but it matters little for Corvan now. He is on top of the world, with a pliant ally in the new Emperor, and the powers of the Magisterium at his beck and call. Life is good, and will surely only keep getting better.
In addition to their expansive land holdings scattered about the Empire and beyond, the Magisterium operates various holdings within the territory of other Imperial Princes, kingdoms and nations. They are listed below as follows:
Tower of Adrail: Built upon an artificially-raised island in the middle of the Dameshead sea, this Tower is responsible for mages in the Damesear, Exwes and Beepeck.
Tower of Aranthil: Based in the former capital of the Empire, this Tower is responsible for mages in the Damerian mainland and Wexonard territories.
Tower of Oldtower: An expansive Tower with a great city growing around it. This Tower is responsible for mages in the Vernmen territories.
Tower of Vertesk: Based within the infamous Black Tower of Vertesk, at the top of the ancient Castanorian Citadel, this Tower is responsible for mages in the lands of Vertesk, Damescrown, Arbaran and Uelaire.
Tower of Windtower: Built upon the Cliffs of Wesdam originally to control Damesteeth trade, but currently only responsible for mages in Wesdam, Roilsard and Pearlsedge.
Tower of Konwell: The home of the vast Imperial Archives, and otherwise responsible for the mages in Esmaria.
Tower of Varlosen: The easternmost Imperial tower, watching over the haunted Dreadmire. This Tower is responsible for mages in The Borderlands.
Tower of Lorincrag: Sitting on the edge of the mainland overlooking Busilari Straits, this Tower is responsible for the mages in the territories of Busilar.
Tower of Jurith: Overlooking the busy Port Jurith, this Tower represents the farthest extension of the Magisterium in the south. Responsible for mages in Eborthil.
Tower of Adrail: Built upon an artificially-raised island in the middle of the Dameshead sea, this Tower is responsible for mages in the Damesear, Exwes and Beepeck.
Tower of Aranthil: Based in the former capital of the Empire, this Tower is responsible for mages in the Damerian mainland and Wexonard territories.
Tower of Oldtower: An expansive Tower with a great city growing around it. This Tower is responsible for mages in the Vernmen territories.
Tower of Vertesk: Based within the infamous Black Tower of Vertesk, at the top of the ancient Castanorian Citadel, this Tower is responsible for mages in the lands of Vertesk, Damescrown, Arbaran and Uelaire.
Tower of Windtower: Built upon the Cliffs of Wesdam originally to control Damesteeth trade, but currently only responsible for mages in Wesdam, Roilsard and Pearlsedge.
Tower of Konwell: The home of the vast Imperial Archives, and otherwise responsible for the mages in Esmaria.
Tower of Varlosen: The easternmost Imperial tower, watching over the haunted Dreadmire. This Tower is responsible for mages in The Borderlands.
Tower of Lorincrag: Sitting on the edge of the mainland overlooking Busilari Straits, this Tower is responsible for the mages in the territories of Busilar.
Tower of Jurith: Overlooking the busy Port Jurith, this Tower represents the farthest extension of the Magisterium in the south. Responsible for mages in Eborthil.
Free City of Giberd
Ruler: Lord Mayor Delda Glibgear (Age 91 / Born: 1353 AA)
Ruler Culture & Race: Imperial Gnome (Gnomish) / Gnome
Next Election Due: 1461 AA (17 Years Away)
Armies: 1.5/1.5
Fleets: 0/0
Stability: 6
Manpower: 3/3
Giberd, meaning "Gifted Land" in the Gnomish tongue, came about in the final days of the Dragonwake, which saw the destruction of the opulent and imperial Gnomish Hierarchy at the hands of the Kobold menace. As the Gnomes scattered across Cannor, a sizeable majority fled across the Dameshead to settle in the fertile lands of the Esmar River Valley. Awaiting them was the powerful King of Esmaria, who would not let just about anyone settle down on his land without proper compensation. Anathema as the idea was, the Gnomes agreed to share certain technological secrets with the King in exchange for land, a deal which the King happily accepted.
Thus was the City of Giberd born. Nominally an Esmarian vassal, they had such autonomy to handle their own affairs within the walls of the growing city, that they may as well have been independent. Nonetheless, enterprising Gnomes would venture out from time to time in the great kingdom to provide aid to the local Dwarves or Humans. Riverlocks, irrigation systems and much more sprung up around the Esmar River, all fueled by Gnomish ingenuity.
With the coming of Anbennar, Giberd followed willingly in their liege's footsteps, hoping to attain similar honors as had been granted to the other cultural minorities. It was a hope that was soon dashed, for the Magisters simply felt that the Gnomes were too small of a population group to warrant more than selective autonomy, and the "honor" of being an Imperial Free City. The Gnomes would have to settle being represented by the Dwarves of Silverforge, a solution that pleased neither party.
In more recent years, Giberd proved a vital asset in the advancement of that ever-so-persistent Gnomish dream of reclaiming the Dragon Coast from the Kobolds. Regular contact and planning between the Free City and the refuge at Nimscodd, coupled with funding provided by the Imperial Gnomes of Anbennar, saw the forces of Nimscodd finally reverse the course of the long war with the Kobold occupiers. The Gnomish Pass, a mountainous region between the Small Country and the Dragon Coast proper was liberated by Nomscoddian forces, to the jubilation of Gnomes across Cannor, and Giberd had played no small part in that campaign.
When the Grand Duke of Esmaria died without heirs, and the Gnomes became direct vassals of the Emperor, Giberd did nothing, for their rights were still assured. When the Lilac Wars raged across Lorent and Anbennar, Giberd did nothing, for they had stake in neither side. But now, as the opposing forces make an uneasy peace, the crafty and wonderous mind of Lord Mayor Delda ponders and muses. Perhaps the time has finally come for the Gnomes to ascend in status, to match their level of influence across Imperial society? It is only fair after all that after their stunning successes, that a new Electorate be granted to Giberd. Such can only help matters pertaining to the reclamation of the Dragon Coast, and a rebirth of the Gnomish Hierarchy.
Thus was the City of Giberd born. Nominally an Esmarian vassal, they had such autonomy to handle their own affairs within the walls of the growing city, that they may as well have been independent. Nonetheless, enterprising Gnomes would venture out from time to time in the great kingdom to provide aid to the local Dwarves or Humans. Riverlocks, irrigation systems and much more sprung up around the Esmar River, all fueled by Gnomish ingenuity.
With the coming of Anbennar, Giberd followed willingly in their liege's footsteps, hoping to attain similar honors as had been granted to the other cultural minorities. It was a hope that was soon dashed, for the Magisters simply felt that the Gnomes were too small of a population group to warrant more than selective autonomy, and the "honor" of being an Imperial Free City. The Gnomes would have to settle being represented by the Dwarves of Silverforge, a solution that pleased neither party.
In more recent years, Giberd proved a vital asset in the advancement of that ever-so-persistent Gnomish dream of reclaiming the Dragon Coast from the Kobolds. Regular contact and planning between the Free City and the refuge at Nimscodd, coupled with funding provided by the Imperial Gnomes of Anbennar, saw the forces of Nimscodd finally reverse the course of the long war with the Kobold occupiers. The Gnomish Pass, a mountainous region between the Small Country and the Dragon Coast proper was liberated by Nomscoddian forces, to the jubilation of Gnomes across Cannor, and Giberd had played no small part in that campaign.
When the Grand Duke of Esmaria died without heirs, and the Gnomes became direct vassals of the Emperor, Giberd did nothing, for their rights were still assured. When the Lilac Wars raged across Lorent and Anbennar, Giberd did nothing, for they had stake in neither side. But now, as the opposing forces make an uneasy peace, the crafty and wonderous mind of Lord Mayor Delda ponders and muses. Perhaps the time has finally come for the Gnomes to ascend in status, to match their level of influence across Imperial society? It is only fair after all that after their stunning successes, that a new Electorate be granted to Giberd. Such can only help matters pertaining to the reclamation of the Dragon Coast, and a rebirth of the Gnomish Hierarchy.
Marquisate of Wesdam
Ruler: Regency for Laurens Silmuna (Leader: Reanna II sil Madelaire)
Ruler Culture & Race: High Lorentish (Lorentish) / Half-Elf
Heir: Laurens Silmuna (Age: 6 / Born 1438 AA)
Heir Culture & Race: West Damerian (Anbennarian) / Half-Elf
Armies: 2/2
Fleets: 2/2
Stability: 3
Manpower: 3/8
The Duchy of Wesdam was first founded following the split between the Carnetori and Damerian Kingdoms in the late 800s AA. In the following War of the One Rose, the Kingdom of Carneter was destroyed and absorbed into Dameria, and King Carnec Dameris settled loyal followers in the previously de-jure Carneter territory to further solidify control over his new western holdings. The king's trusted marshal, William the Westward, became its first Duke, and head of the House of Wesdam.
The Wesdam family would rule the duchy all the way past The Landing and the War of the Sorcerer-King, being elevated as Marquises to guard against the western threat of Lorent to the greater Empire in the process. The peace and prosperity that followed would see the Wesdam family eagerly building closer ties with the ruling House of Silmuna in greater Dameria, beginning a transition away from their militaristic roots. Dynastic politics and a series of unfortunate events would lead to the end of the House of Wesdam, leading to the Silmunas establishing a branch-family to rule over the Marquisate, one at times treated more as a distant vassal than close family.
At least, that was the view of Marion Wesdam-Silmuna, Marquis of Wesdam. During the tumultuous Lilac Wars, Wesdam had again and again been called upon to provide their best and brightest for the armies of Dameria, to be slaughtered in inconclusive battles in Lorent. While they were gone, Lorentish raiders and mercenaries would ravage their homes and hearths with nary a retaliation from the Silmuna Emperors. The Wesdam-Silmunas had extensively intermarried with Lorentish noble houses in turn, and all those ancient connections and familial ties now lay frayed or destroyed. Resentment began to fester within Marion, until a grand opportunity presented itself.
Sensing his discontentment, Lorentish agents contacted the Wesdam-Silmunas with the offer of supplanting the main Silmuna branch as rulers of the Grand Duchy of Dameria. All that needed to be done was for Wesdam to switch sides. Marion was eager to accept, and thus devised a scheme of his own. His son Cristof was granted a small retinue and harried from Wesdamrian lands, "retreating" to Anbenncost to serve as spies for the Marquis, while he himself rallied his vassals to side with the Lorent-aligned Rose Party. This event would be known to history as The Treachery of Wesdam.
The Wars continued to rage on at a stalemate, until the death of Emperor Vincen "The Old Owl" Silmuna. In the wake of his death, the Grand Duke of Wex, Lothane sil Wex, would approach the Wesdam-Silmunas with a plan. To halt Adenn "Skylance" from winning the upcoming Imperial Elections, an ambush was planned on the night before the meeting of the Electors was set to take place. The following Battle of the Moon Council saw many of Adenn's followers and children dead, but the heir to the main Silmuna branch managed to escape. Marion Wesdam-Silmuna meanwhile lay dead. With his son Cristof under the guise of a loyal Moon Party supporter, Cristof's eldest son Erlan Wesdam-Silmuna became the new Marquis of Wesdam.
The Lilac Wars now neared its end, as the combined Rose Party armies marched up to the walls of Anbenncost. Seeing this as his chance, Cristof personally killed Adenn Silmuna and fled the city. On the orders of Lothane sil Wex, the Rose-forces breached and sacked the Imperial capital, with Erlan leading the Wesdamrian contingent.
Such levels of familial kinstrife and betrayal however seems to have been too much for the Gods to tolerate, for the fortunes of Wesdam would shrivel and die from this day onwards. Marquis Erlan was killed during the Sack of Anbenncost when a peasant threw a rock at his head at the precise moment he removed his helm. Cristof Wesdam-Silmuna would see his father's dream of ascending to the throne of Dameria shattered, as Lorent and Wex instead tore up the Grand Duchy into war spoils they kept for themselves. In the months after the end of the Fourth Lilac War, Marquis Cristof Wesdam-Silmuna would die of dysentery while touring his remaining war-torn lands.
Cristof had one remaining son, Laurens Wesdam-Silmuna, by the time of his death a mere 6 years of age. While a bright lad for his age and said to be quite charming, he is in no state to rule the Marquisate on his own. This task now falls to Cristof's Lorentish wife, Reanna II sil Madelaire, acting as regent for her last surviving child.
The Wesdam-branch may have played a pivotal part in the downfall of Dameria, but Laurens may prove to be the last hope for the ancient and venerable House of Silmuna, for he is now one of the last three people in the world carrying the blood of Munas Moonsinger.
The Wesdam family would rule the duchy all the way past The Landing and the War of the Sorcerer-King, being elevated as Marquises to guard against the western threat of Lorent to the greater Empire in the process. The peace and prosperity that followed would see the Wesdam family eagerly building closer ties with the ruling House of Silmuna in greater Dameria, beginning a transition away from their militaristic roots. Dynastic politics and a series of unfortunate events would lead to the end of the House of Wesdam, leading to the Silmunas establishing a branch-family to rule over the Marquisate, one at times treated more as a distant vassal than close family.
At least, that was the view of Marion Wesdam-Silmuna, Marquis of Wesdam. During the tumultuous Lilac Wars, Wesdam had again and again been called upon to provide their best and brightest for the armies of Dameria, to be slaughtered in inconclusive battles in Lorent. While they were gone, Lorentish raiders and mercenaries would ravage their homes and hearths with nary a retaliation from the Silmuna Emperors. The Wesdam-Silmunas had extensively intermarried with Lorentish noble houses in turn, and all those ancient connections and familial ties now lay frayed or destroyed. Resentment began to fester within Marion, until a grand opportunity presented itself.
Sensing his discontentment, Lorentish agents contacted the Wesdam-Silmunas with the offer of supplanting the main Silmuna branch as rulers of the Grand Duchy of Dameria. All that needed to be done was for Wesdam to switch sides. Marion was eager to accept, and thus devised a scheme of his own. His son Cristof was granted a small retinue and harried from Wesdamrian lands, "retreating" to Anbenncost to serve as spies for the Marquis, while he himself rallied his vassals to side with the Lorent-aligned Rose Party. This event would be known to history as The Treachery of Wesdam.
The Wars continued to rage on at a stalemate, until the death of Emperor Vincen "The Old Owl" Silmuna. In the wake of his death, the Grand Duke of Wex, Lothane sil Wex, would approach the Wesdam-Silmunas with a plan. To halt Adenn "Skylance" from winning the upcoming Imperial Elections, an ambush was planned on the night before the meeting of the Electors was set to take place. The following Battle of the Moon Council saw many of Adenn's followers and children dead, but the heir to the main Silmuna branch managed to escape. Marion Wesdam-Silmuna meanwhile lay dead. With his son Cristof under the guise of a loyal Moon Party supporter, Cristof's eldest son Erlan Wesdam-Silmuna became the new Marquis of Wesdam.
The Lilac Wars now neared its end, as the combined Rose Party armies marched up to the walls of Anbenncost. Seeing this as his chance, Cristof personally killed Adenn Silmuna and fled the city. On the orders of Lothane sil Wex, the Rose-forces breached and sacked the Imperial capital, with Erlan leading the Wesdamrian contingent.
Such levels of familial kinstrife and betrayal however seems to have been too much for the Gods to tolerate, for the fortunes of Wesdam would shrivel and die from this day onwards. Marquis Erlan was killed during the Sack of Anbenncost when a peasant threw a rock at his head at the precise moment he removed his helm. Cristof Wesdam-Silmuna would see his father's dream of ascending to the throne of Dameria shattered, as Lorent and Wex instead tore up the Grand Duchy into war spoils they kept for themselves. In the months after the end of the Fourth Lilac War, Marquis Cristof Wesdam-Silmuna would die of dysentery while touring his remaining war-torn lands.
Cristof had one remaining son, Laurens Wesdam-Silmuna, by the time of his death a mere 6 years of age. While a bright lad for his age and said to be quite charming, he is in no state to rule the Marquisate on his own. This task now falls to Cristof's Lorentish wife, Reanna II sil Madelaire, acting as regent for her last surviving child.
The Wesdam-branch may have played a pivotal part in the downfall of Dameria, but Laurens may prove to be the last hope for the ancient and venerable House of Silmuna, for he is now one of the last three people in the world carrying the blood of Munas Moonsinger.
The Princes
Marquisate of Arbaran
Ruler: Marquis Ricard I Silcalas (Age 44 / Born: 1400 AA)
Ruler Culture & Race: Arbarani (Anbennarian) / Half-Elf
Heir: Artus Silcalas (Age 20 / Born: 1424 AA)
Heir Culture & Race: Arbarani (Anbennarian) / Half-Elf
Armies: 3/3
Fleets: 0/0
Stability: 5
Manpower: 3/6
Marquisate of Arbaran
Ruler: Marquis Ricard I Silcalas (Age 44 / Born: 1400 AA)
Ruler Culture & Race: Arbarani (Anbennarian) / Half-Elf
Heir: Artus Silcalas (Age 20 / Born: 1424 AA)
Heir Culture & Race: Arbarani (Anbennarian) / Half-Elf
Armies: 3/3
Fleets: 0/0
Stability: 5
Manpower: 3/6
The lands to the east of the Havoral Divide have long been a point of contention between the powers of the west, north and east. It is no surprise then that the entire region would be known as the Disputed Lands up until the arrival of the Elves and the carving up of the western Castanorian provinces. From these regions, the Elfrealms of Arbaran and Ibevar were created. All-but-empty lands like these would suit the Elven refugees just fine, and for the next century they would eagerly get to work creating a true home for themselves in Cannor. Arbaran was created to shield the rest of Anbennar from the grand kingdom of Gawed to the north, which is always eager and hungry for new lands to add to its domain. The rulers of the Elfrealm served loyally under Jexis in campaign after campaign into the freezing northern forests, and it was in those woods that Ianren the Rider and his heirs would vanish and never be heard from again.
Panicked and desperate, the nobles of the realm quickly sought out an alternative, and found one in the Count of Calascandar, half-blooded descendant of Calasandur the Magnificent, Varil I Silcalas. It certainly helped that the family had already massively expanded their mercantile influence over the region, with the Calasanni Trading Company enforcing an ironclad monopoly on wood shipments to Damescrown. Varil's reign as King of Arbaran however would be short-lived, for just a few short years later the first Magisters ordered an end to the disunity plaguing the Dameshead region. Wary of renewed Gawedi aggression, Arbaran willingly submitted and joined the Empire as its first Marquisate, charged with the defense of the northern Imperial border.
In recent years, the Silcalas family has gained the dubious distinction of being the only Silver Family native to the Empire to join the Rose Party and turn their backs on the Silmuna cause, dragging the armies of Arbaran and the vast coffers of Damescrown into the eagerly awaiting hands of Lorent and Wex. The Marquis remained tight-lipped in regards to his reasons in public, though many theories have surfaced in the common consciousness of the people since then. Perhaps the Silcalas feared the ever-growing might of the Silmuna family? Were the Silcalas simply motivated by pure greed? Was there some generational grudge held over from Calasandur the Magnificent, greatest architect of his age, which saw his companions awarded with kingdoms and duchies, while he was relegated as a mere count of a single castle? No-one can truly say.
Marquis Ricard I is noted as a competent individual, with a strength in administrative work rarely seen amongst the noble class. He is stoic and quiet, seeing diligently to the needs of his people and family without complaint. While he did serve briefly in the Fourth Lilac War, by the time he was old enough to lead the campaign to decide the fate of the Damescrown had by then already been decisively won by the Rose Party. His spouse is Alina silna Trisfer, elder sister of the current Duke of Pearlsedge.
Ricard's son Artus is still enthralled by the follies of youth, throwing himself eagerly into lessons of swordsmanship and command while leaving his etiquette and speechcraft teachers behind. Privately, the nobility shudder to imagine how the Marquisate would be bled dry in daring raids and adventures, were Artus to ascend the throne tomorrow.
Panicked and desperate, the nobles of the realm quickly sought out an alternative, and found one in the Count of Calascandar, half-blooded descendant of Calasandur the Magnificent, Varil I Silcalas. It certainly helped that the family had already massively expanded their mercantile influence over the region, with the Calasanni Trading Company enforcing an ironclad monopoly on wood shipments to Damescrown. Varil's reign as King of Arbaran however would be short-lived, for just a few short years later the first Magisters ordered an end to the disunity plaguing the Dameshead region. Wary of renewed Gawedi aggression, Arbaran willingly submitted and joined the Empire as its first Marquisate, charged with the defense of the northern Imperial border.
In recent years, the Silcalas family has gained the dubious distinction of being the only Silver Family native to the Empire to join the Rose Party and turn their backs on the Silmuna cause, dragging the armies of Arbaran and the vast coffers of Damescrown into the eagerly awaiting hands of Lorent and Wex. The Marquis remained tight-lipped in regards to his reasons in public, though many theories have surfaced in the common consciousness of the people since then. Perhaps the Silcalas feared the ever-growing might of the Silmuna family? Were the Silcalas simply motivated by pure greed? Was there some generational grudge held over from Calasandur the Magnificent, greatest architect of his age, which saw his companions awarded with kingdoms and duchies, while he was relegated as a mere count of a single castle? No-one can truly say.
Marquis Ricard I is noted as a competent individual, with a strength in administrative work rarely seen amongst the noble class. He is stoic and quiet, seeing diligently to the needs of his people and family without complaint. While he did serve briefly in the Fourth Lilac War, by the time he was old enough to lead the campaign to decide the fate of the Damescrown had by then already been decisively won by the Rose Party. His spouse is Alina silna Trisfer, elder sister of the current Duke of Pearlsedge.
Ricard's son Artus is still enthralled by the follies of youth, throwing himself eagerly into lessons of swordsmanship and command while leaving his etiquette and speechcraft teachers behind. Privately, the nobility shudder to imagine how the Marquisate would be bled dry in daring raids and adventures, were Artus to ascend the throne tomorrow.
County of Telgeir
Ruler: Count Artus II Vanbury (Age 42 / Born: 1402 AA)
Ruler Culture & Race: Esmari (Anbennarian) / Half-Elf
Heir: No Legal Heir
Heir Culture & Race: N/A
Armies: 2/2
Fleets: 2/2
Stability: 4
Manpower: 3/8
The County of Telgeir did not come into existence until 1363, but its history is intrinsically tied with that of the noble House of Vanbury, who is much older by far. Their House is of Gawedi origin, from the great forests along the great Alen River. There they first made their name as expert metallurgists and smiths, creating powerful weapons and armor for themselves and their allies. It was this innate talent that eventually won them the throne of Gawed itself. Vanbury ruled wisely and justly, but scheming nobles and magnates would eventually unseat them in the Greatwood Uprising. With their holdings and the throne lost, the House of Vanbury went into exile along the Dameshead.
Taking up their old craft of smithing, the Vanbury Steel Guild was founded in the Kingdom of Esmaria to provide quality arms for the King and his loyal retinues. Left destitute by the rebellion, the family quickly renewed their wealth and influence, becoming the premier arms producer of the Eastern Dameshead with generous funding from the Kings of Esmaria and Silver Dwarf technical assistance. In 1363, the House of Vanbury was again elevated into nobility as Counts of Telgeir, Elven for "Foundry", centered around the massive steel foundry which gave the city its name, by the Lorentish Emperor Rean I Siloriel. With further investment and technical brilliance only the Vanbury's could provide, Telgeir and its Foundry became a mass-producer of not simply arms for the nobility, but for the common soldier as well.
After Lorent was usurped from the Imperial throne, the Count of Telgeir rallied for the Rose Party quickly, joined soon by others unhappy with the renewed rule of the Silmuna family. While many attempts were made to seize the city and halt the shipments of high-quality equipment to the Lorentish armies, Vanbury arms proved themselves here again and again, as they did across all fronts in the Lilac Wars.
Count Artus II is a product of his time. The long stay in Esmaria has eroded away both the "pure" human look so touted by the Gawedi even to this very day, as well as the rugged personality so ubiquitous amongst the northern Humans of Cannor. The Vanbury's now find themselves more comfortable at opulent Esmari courts and statehouses, which has served their interests so far, but alienated them from potential support in Gawed itself. Still, it has proved irrelevant for the time being. The Count appears to have no interest in resurrecting a century-old claim to the Gawedi throne, instead seeking to continue his line now that the Escanni Steelhyl Vanbury's are dead and gone.
Artus has no children, and his wife recently passed away due to sickness. All is not lost for House Vanbury yet, as distant cousins within the Guild stand ready to assume the position of Count, but to accept such would mean the death of the last main branch of the family.
Taking up their old craft of smithing, the Vanbury Steel Guild was founded in the Kingdom of Esmaria to provide quality arms for the King and his loyal retinues. Left destitute by the rebellion, the family quickly renewed their wealth and influence, becoming the premier arms producer of the Eastern Dameshead with generous funding from the Kings of Esmaria and Silver Dwarf technical assistance. In 1363, the House of Vanbury was again elevated into nobility as Counts of Telgeir, Elven for "Foundry", centered around the massive steel foundry which gave the city its name, by the Lorentish Emperor Rean I Siloriel. With further investment and technical brilliance only the Vanbury's could provide, Telgeir and its Foundry became a mass-producer of not simply arms for the nobility, but for the common soldier as well.
After Lorent was usurped from the Imperial throne, the Count of Telgeir rallied for the Rose Party quickly, joined soon by others unhappy with the renewed rule of the Silmuna family. While many attempts were made to seize the city and halt the shipments of high-quality equipment to the Lorentish armies, Vanbury arms proved themselves here again and again, as they did across all fronts in the Lilac Wars.
Count Artus II is a product of his time. The long stay in Esmaria has eroded away both the "pure" human look so touted by the Gawedi even to this very day, as well as the rugged personality so ubiquitous amongst the northern Humans of Cannor. The Vanbury's now find themselves more comfortable at opulent Esmari courts and statehouses, which has served their interests so far, but alienated them from potential support in Gawed itself. Still, it has proved irrelevant for the time being. The Count appears to have no interest in resurrecting a century-old claim to the Gawedi throne, instead seeking to continue his line now that the Escanni Steelhyl Vanbury's are dead and gone.
Artus has no children, and his wife recently passed away due to sickness. All is not lost for House Vanbury yet, as distant cousins within the Guild stand ready to assume the position of Count, but to accept such would mean the death of the last main branch of the family.
Duchy of Asheniande
Ruler: Duke Valeran III sil Vivin (Age: 17 / Born: 1427 AA)
Ruler Culture & Race: Bordersmen (Anbennarian) / Half-Elf
Heir: No Legal Heir
Heir Culture & Race: N/A
Armies: 1/2.5
Fleets: 0
Stability: 3
Manpower: 1.5/5
Asheniande has a storied history of a battleground between the Cannorian west and Escannian east. The Damerian Republic and Castanor fought bitter feuds over the land, the Wexonards and Black Castanor did the same centuries later. Today, the region surrounding the duchy is simply known as "The Borders", for it is here where the boundary between the west and the east was drawn up, with gallons upon gallons of blood.
The current rulers of the duchy are the sil Vivin family, an aristocratic dynasty with origins dating back to Lorentish crusaders retaking the realms of the old Korbarid Kings to the east following the end of the White Pestilence. The Kingdom of Corvuria was founded by the family, and it is still ruled over by the main branch today. The lands they settled had been devastated by war, destruction and an apocalyptic undead infestation, and so it should come to no surprise that even now the region is still incredibly destitute and poor.
Aiming to resolve the issues of his lands, King Daran I sil Vivin would marry his son to the duchess of Asheniande, comfortably seated within Anbennar and resting upon rich agricultural land. The King's ultimate aim was to acquire the duchy for his kingdom through inheritance rather than fight a costly war with the Empire which could only lead to his defeat. Things did not however proceed as planned. Daran's son, Valeran sil Vivin would conspire with his would-be-bride, and together the pair declared their loyalty for Anbennar. In the process, Valeran's personal holdings of Ravenhill within Corvuria were promptly integrated into Asheniade, taking away some of the most valuable and fertile farmland within the Corvurian kingdom. Daran could not let this stand.
And yet, The War of The Pale Raven proved that Corvuria still was not a military power of any meaningful degree. Having cultivated many alliances within the Empire, Valeran crushed his father's armies and officially founded his own cadet branch of the dynasty, the aforementioned "Pale Raven" branch, to contrast from the Black Raven of Corvuria, an important national symbol for the kingdom. The Black Raven sil Vivins could never forget nor forgive this betrayal, even a century after it came to pass.
Asheniande itself however would find itself suffering from hard times of its own, as it entered the Lilac Wars on the side of the reigning Silmunas. As Wex joined the Rose Party along with many of the erstwhile "loyal" Imperial princes, Asheniande was savaged by the final years of the war, with the valuable city of Embergarden annexed into the ascendant Grand Duchy of Wex.
Duke Valern III finds himself now the ruler of the wounded duchy at the tender age of 17. His father and grandfather both fell on the battlefield, and he stands as the last of the Pale Ravens. He knows that were he to die without an heir, the ancient plans of Daran I may yet be fulfilled, and with no Silmunas to keep the Black Ravens in check, dire consequences await his people in that possible future. He knows he is not ready, he is no great administrator or grand diplomat, but he knows battle and he knows strategy, and that will have to do.
The current rulers of the duchy are the sil Vivin family, an aristocratic dynasty with origins dating back to Lorentish crusaders retaking the realms of the old Korbarid Kings to the east following the end of the White Pestilence. The Kingdom of Corvuria was founded by the family, and it is still ruled over by the main branch today. The lands they settled had been devastated by war, destruction and an apocalyptic undead infestation, and so it should come to no surprise that even now the region is still incredibly destitute and poor.
Aiming to resolve the issues of his lands, King Daran I sil Vivin would marry his son to the duchess of Asheniande, comfortably seated within Anbennar and resting upon rich agricultural land. The King's ultimate aim was to acquire the duchy for his kingdom through inheritance rather than fight a costly war with the Empire which could only lead to his defeat. Things did not however proceed as planned. Daran's son, Valeran sil Vivin would conspire with his would-be-bride, and together the pair declared their loyalty for Anbennar. In the process, Valeran's personal holdings of Ravenhill within Corvuria were promptly integrated into Asheniade, taking away some of the most valuable and fertile farmland within the Corvurian kingdom. Daran could not let this stand.
And yet, The War of The Pale Raven proved that Corvuria still was not a military power of any meaningful degree. Having cultivated many alliances within the Empire, Valeran crushed his father's armies and officially founded his own cadet branch of the dynasty, the aforementioned "Pale Raven" branch, to contrast from the Black Raven of Corvuria, an important national symbol for the kingdom. The Black Raven sil Vivins could never forget nor forgive this betrayal, even a century after it came to pass.
Asheniande itself however would find itself suffering from hard times of its own, as it entered the Lilac Wars on the side of the reigning Silmunas. As Wex joined the Rose Party along with many of the erstwhile "loyal" Imperial princes, Asheniande was savaged by the final years of the war, with the valuable city of Embergarden annexed into the ascendant Grand Duchy of Wex.
Duke Valern III finds himself now the ruler of the wounded duchy at the tender age of 17. His father and grandfather both fell on the battlefield, and he stands as the last of the Pale Ravens. He knows that were he to die without an heir, the ancient plans of Daran I may yet be fulfilled, and with no Silmunas to keep the Black Ravens in check, dire consequences await his people in that possible future. He knows he is not ready, he is no great administrator or grand diplomat, but he knows battle and he knows strategy, and that will have to do.
Unknown to the vast majority of Cannor's population, lowborn or noble, there exists dark creatures which haunt the nights of Corvuria and Asheniande. Vampires are near-Human undead which can only survive via the consumption of blood, specifically of unwilling sentient beings. They must feel afraid and hunted, for in the end they are but prey before the apex predator that is a Vampire.
Unlike most undead they are not shambling corpses, instead retaining much of their mortal appearance and personality, though only to a degree. A Vampire which refuses to feed will quickly begin to appear similar to their baser zombified brethren. Their kind suffer from fewer maladies than their common brethren or mortal cousins, as blades and physical damage can be easily healed, but in exchange for their great strength and power, they suffer from a number of equally debilitating drawbacks. They are unable to rest within a normal bed, and can only recover within the confines of a coffin, from which they will return to should their physical form be otherwise incapacitated or destroyed. If staked in their hearts while in this restorative state, they are destroyed permanently. Similarly, direct sunlight exposure will quickly turn the Vampire into a pile of warm ashes, as if burned away by the sun's rays.
The Vampires of Corvuria grew out of its aristocracy, and quickly came to realize the double-edged-nature of their new existence. While incredibly powerful mages and now immortal, they were undead abominations in the eyes of their mortal cousins and the church of the Regent Court. To protect themselves and their existence, The Masquerade was established, prohibiting open displays which could lead to the existence of Vampires being revealed, with severe punishments delivered upon those unwilling or unable to abide by these rules.
When Valeran attained control over Asheniande, he took with him a number of vampiric supporters into the Empire, where they would come to thrive amongst the decadent Imperial courts of Esmaria and Arannen. In recent years however, with the Lilac Wars and general unrest, the Ashenianden Masquerade has shrunk, retreating to their ancestral lands within the duchy in fear of increased unrest and thus, increased chance of accidental discovery.
The ultimate origins of the Vampires can be traced back to the War of the Sorcerer-King, where one of the mad mage-king's most deplorable Acolytes named Ettalinde the Wretched consorted with the demonic forces of the Infernal Court for power. She attained what she wished through trickery and guile, and as such the Archdevils cursed her into becoming the first Vampire. She had little time to enjoy her newfound gifts before being believed struck down and buried in northern Dostanor, where her tomb was later found and desecrated by Lorentish crusaders led by Lucien sil Vivin. Maddened by bloodlust, she attacked the group, Lucien and his companions became her first "Errant-Princes", founders of later Vampiric bloodlines. As for Ettalinde herself? She was imprisoned deep within the darkest depths of Bal Dostan, the capital of Lucien's new Kingdom of Corvuria, kept barely alive to this day, for if she were to die her Final Death, all vampires descended from her would die alongside her.
Unlike most undead they are not shambling corpses, instead retaining much of their mortal appearance and personality, though only to a degree. A Vampire which refuses to feed will quickly begin to appear similar to their baser zombified brethren. Their kind suffer from fewer maladies than their common brethren or mortal cousins, as blades and physical damage can be easily healed, but in exchange for their great strength and power, they suffer from a number of equally debilitating drawbacks. They are unable to rest within a normal bed, and can only recover within the confines of a coffin, from which they will return to should their physical form be otherwise incapacitated or destroyed. If staked in their hearts while in this restorative state, they are destroyed permanently. Similarly, direct sunlight exposure will quickly turn the Vampire into a pile of warm ashes, as if burned away by the sun's rays.
The Vampires of Corvuria grew out of its aristocracy, and quickly came to realize the double-edged-nature of their new existence. While incredibly powerful mages and now immortal, they were undead abominations in the eyes of their mortal cousins and the church of the Regent Court. To protect themselves and their existence, The Masquerade was established, prohibiting open displays which could lead to the existence of Vampires being revealed, with severe punishments delivered upon those unwilling or unable to abide by these rules.
When Valeran attained control over Asheniande, he took with him a number of vampiric supporters into the Empire, where they would come to thrive amongst the decadent Imperial courts of Esmaria and Arannen. In recent years however, with the Lilac Wars and general unrest, the Ashenianden Masquerade has shrunk, retreating to their ancestral lands within the duchy in fear of increased unrest and thus, increased chance of accidental discovery.
The ultimate origins of the Vampires can be traced back to the War of the Sorcerer-King, where one of the mad mage-king's most deplorable Acolytes named Ettalinde the Wretched consorted with the demonic forces of the Infernal Court for power. She attained what she wished through trickery and guile, and as such the Archdevils cursed her into becoming the first Vampire. She had little time to enjoy her newfound gifts before being believed struck down and buried in northern Dostanor, where her tomb was later found and desecrated by Lorentish crusaders led by Lucien sil Vivin. Maddened by bloodlust, she attacked the group, Lucien and his companions became her first "Errant-Princes", founders of later Vampiric bloodlines. As for Ettalinde herself? She was imprisoned deep within the darkest depths of Bal Dostan, the capital of Lucien's new Kingdom of Corvuria, kept barely alive to this day, for if she were to die her Final Death, all vampires descended from her would die alongside her.
Free City of Vertesk
Ruler: Lord Mayor Arnos Tordan (Age: 47 / Born: 1397 AA)
Ruler Culture & Race: Vertesker (Alenic) / Half-Elf
Next Election Due: 1448 AA (4 Years Away)
Armies: 2/2
Fleets: 2/2
Stability: 5
Manpower: 3/8
Vertesk is an ancient city. Sitting upon the mouth of the great Alen River which flows all the way from distant Castanor, the city began life as a promising colony of the old Castanorian Empire, aiming to control the northern waters of the Dameshead. In due time, Balgar the Builder would visit the burgeoning settlement to construct yet another of his famous Citadels, marking the westernmost boundary of Castanor in Cannor.
In the wake of The Day of Ashen Skies and the retreat of Castanorian influence in the region, the colony and Bal Vertesk was abandoned to the elements, until stumbled upon by a group of Alenic tribesmen migrating south to escape the worsening climate of the north. Finding the old Citadel to their liking, and positioned between the western Floodmarshes and the Alen River, they managed to establish an unassailable position for the time within the old ruins, slowly expanding and improving upon the old fortress as the years went on.
Almost nine centuries later, Vertesk was once again a city of fishing and trade, imposing high fees on riverbound traffic up and down the Alen, to the great annoyance of their larger Gawedi neighbor. In a fit of anger an invasion was launched which saw the city-state fall in short order, but it's wealthy elite managed to escape to the resurgent Castanor in the east. They offered to submit to the Empire in exchange for their liberation, a deal that was quickly accepted by the Castanorians. Gawed was all but destroyed in the following counter-invasion, with one of the Sorcerer-King's most trusted lieutenants, Venac the Arrogant, named as Highlord of the Vertesk Dominion. He took up residence within the old Castanorian Citadel, and from its highest tower would enact a reign of terror and horror which saw hundreds if not thousands of beings butchered and slaughtered in terrible magical experience. It is by these events alone that the Black Tower of Vertesk enjoys such a morbid reputation even to this day, not helped by its leasing to the Magisterium and their mages.
The atrocities committed by the forces of the Sorcerer-King saw Vertesk welcome the Free Realms as liberators, though their great conquests of the Gawedi heartland were sadly reversed. With Gawed once again a major threat to Vertesk's independence, the city gladly welcomed the formation of Anbennar, and joined without any fuss, even though it was denied the honor of representing the peoples of the Damescrown region. During the Lilac Wars, as Gawed again began to encroach upon Vertesker territory, and the Damerian Emperors proved far too busy with dynastic politics, Vertesk saw little choice but to join with the Rose Party for hope of better protection.
In its aftermath, Vertesk felt the sting of betrayal, for the new Wexonard Emperor had little interest in beginning another major war against Gawed, and Lorent was satisfied with destroying Dameria. Lord Mayor Arnos Torden was elected on a platform of rebuilding the city in the wake of the Lilac War, and defending against the threat from the north.Of course, Mayor Torden had little idea on how to actually accomplish the latter, and so it seems Vertesk must go looking for protectors yet again.
In the wake of The Day of Ashen Skies and the retreat of Castanorian influence in the region, the colony and Bal Vertesk was abandoned to the elements, until stumbled upon by a group of Alenic tribesmen migrating south to escape the worsening climate of the north. Finding the old Citadel to their liking, and positioned between the western Floodmarshes and the Alen River, they managed to establish an unassailable position for the time within the old ruins, slowly expanding and improving upon the old fortress as the years went on.
Almost nine centuries later, Vertesk was once again a city of fishing and trade, imposing high fees on riverbound traffic up and down the Alen, to the great annoyance of their larger Gawedi neighbor. In a fit of anger an invasion was launched which saw the city-state fall in short order, but it's wealthy elite managed to escape to the resurgent Castanor in the east. They offered to submit to the Empire in exchange for their liberation, a deal that was quickly accepted by the Castanorians. Gawed was all but destroyed in the following counter-invasion, with one of the Sorcerer-King's most trusted lieutenants, Venac the Arrogant, named as Highlord of the Vertesk Dominion. He took up residence within the old Castanorian Citadel, and from its highest tower would enact a reign of terror and horror which saw hundreds if not thousands of beings butchered and slaughtered in terrible magical experience. It is by these events alone that the Black Tower of Vertesk enjoys such a morbid reputation even to this day, not helped by its leasing to the Magisterium and their mages.
The atrocities committed by the forces of the Sorcerer-King saw Vertesk welcome the Free Realms as liberators, though their great conquests of the Gawedi heartland were sadly reversed. With Gawed once again a major threat to Vertesk's independence, the city gladly welcomed the formation of Anbennar, and joined without any fuss, even though it was denied the honor of representing the peoples of the Damescrown region. During the Lilac Wars, as Gawed again began to encroach upon Vertesker territory, and the Damerian Emperors proved far too busy with dynastic politics, Vertesk saw little choice but to join with the Rose Party for hope of better protection.
In its aftermath, Vertesk felt the sting of betrayal, for the new Wexonard Emperor had little interest in beginning another major war against Gawed, and Lorent was satisfied with destroying Dameria. Lord Mayor Arnos Torden was elected on a platform of rebuilding the city in the wake of the Lilac War, and defending against the threat from the north.Of course, Mayor Torden had little idea on how to actually accomplish the latter, and so it seems Vertesk must go looking for protectors yet again.
Duchy of Verne
Ruler: Duke Alvar IV sil Verne (Age: 33 / Born: 1411 AA)
Ruler Culture & Race: Vernman (Anbennarian) / Half-Elf
Heir: Dustin sil Verne (Age: 14 / Born: 1430 AA)
Heir Culture & Race: Vernman (Anbennarian) / Half-Elf
Armies: 2.5/2.5
Fleets: 2/2
Stability: 5
Manpower: 3/9
Armoc Vernid was the first wyvern rider, a true adventurer-lord of antiquity. With his mount, a sword and unwavering confidence, he forged a great Kingdom along the Khenak Mountains which divides the Dameshead and Businor regions. The kingdom would survive for many generations, but would ultimately find itself a battleground between Castanor and the Damerian Republic, with the ultimate prize being dominion over the Divenhal Sea.
When faced with two of the superpowers of the age, there was little that the Vernid Kingdom could do, and it was subsumed into the expansive Damerian Republic, forever tying the fate of Verne to that of Dameria from that day on. This iteration of overlordship from the Damesear would be suitably short, as the Day of Ashen Skies shattered the Republic's hold over the Kingdom of Verne, though not without lasting consequence. The last of the Vernid royal family was gone, and with it, the bloodline of Armoc.
In the times of the Interregnum, Verne still endured, though never to the heights it had once flown to. Despite their royal title and great wealth from the Divenhal trade, the Vernmen found themselves under de-facto Damerian vassalage once again, which meant by the time the Magisters enforced peace upon the warlords of the Interregnum, Verne was demoted to a mere Duchy while their erstwhile equals were raised as Grand Duchies. Worse yet, the last of the wyverns finally died out, depriving the Vernmen of their awesome mounts and companions. Still, it was not all doom and gloom. The peace allowed the Vernmen population to truly explode, to such an extent that Verne became infamous for its overpopulation problems, leading to great scores of Vernian citizens seeking their fortunes all over the Empire beyond as laborers, craftsmen, sailors and adventurers.
When the Lilac Wars broke out, Verne swore itself swiftly to the Damerian cause as expected of them. Their forces fought on the eastern front against Busilar, and over the course of the wars' duration would combine their talents with the Kingdom of Eborthil to decisively defeat the Busilari Lion Armada at the Battle of the Busilari Straits. This single naval engagement would forever shatter the ability of the Busilari to affect matters in the Eastern Divenhal for the rest of the century of conflict, with the Armada only beginning its recovery in recent years. The price of Verne's continued service to Dameria however, was made evident at the Battle of the Moon Council, where Marion II sil Verne was slain by the Wexonards, leaving the duchy to his son Alvar, now ascended as Alvar IV.
The stereotype of the common Vernman is that they are hard workers and brave, given the amount of adventurers that come out of the region, but not much is said about them when it comes to more intellectual pursuits. Clearly nobody had bothered to explain this to Duke Alvar, who manages to be an excellent administrator, diplomat and military leader, deftly keeping his lands from being sacked across the length of the Lilac Wars, and only losing territory in the end via treaty rather than by force of arms. It should come as no surprise that neither the Duke nor his previous subjects are at-all happy with the current circumstances.
His only son, due to his wife passing away during their birth, has not inherited his father's military or bureaucratic acumen, but they are an able diplomat.
When faced with two of the superpowers of the age, there was little that the Vernid Kingdom could do, and it was subsumed into the expansive Damerian Republic, forever tying the fate of Verne to that of Dameria from that day on. This iteration of overlordship from the Damesear would be suitably short, as the Day of Ashen Skies shattered the Republic's hold over the Kingdom of Verne, though not without lasting consequence. The last of the Vernid royal family was gone, and with it, the bloodline of Armoc.
In the times of the Interregnum, Verne still endured, though never to the heights it had once flown to. Despite their royal title and great wealth from the Divenhal trade, the Vernmen found themselves under de-facto Damerian vassalage once again, which meant by the time the Magisters enforced peace upon the warlords of the Interregnum, Verne was demoted to a mere Duchy while their erstwhile equals were raised as Grand Duchies. Worse yet, the last of the wyverns finally died out, depriving the Vernmen of their awesome mounts and companions. Still, it was not all doom and gloom. The peace allowed the Vernmen population to truly explode, to such an extent that Verne became infamous for its overpopulation problems, leading to great scores of Vernian citizens seeking their fortunes all over the Empire beyond as laborers, craftsmen, sailors and adventurers.
When the Lilac Wars broke out, Verne swore itself swiftly to the Damerian cause as expected of them. Their forces fought on the eastern front against Busilar, and over the course of the wars' duration would combine their talents with the Kingdom of Eborthil to decisively defeat the Busilari Lion Armada at the Battle of the Busilari Straits. This single naval engagement would forever shatter the ability of the Busilari to affect matters in the Eastern Divenhal for the rest of the century of conflict, with the Armada only beginning its recovery in recent years. The price of Verne's continued service to Dameria however, was made evident at the Battle of the Moon Council, where Marion II sil Verne was slain by the Wexonards, leaving the duchy to his son Alvar, now ascended as Alvar IV.
The stereotype of the common Vernman is that they are hard workers and brave, given the amount of adventurers that come out of the region, but not much is said about them when it comes to more intellectual pursuits. Clearly nobody had bothered to explain this to Duke Alvar, who manages to be an excellent administrator, diplomat and military leader, deftly keeping his lands from being sacked across the length of the Lilac Wars, and only losing territory in the end via treaty rather than by force of arms. It should come as no surprise that neither the Duke nor his previous subjects are at-all happy with the current circumstances.
His only son, due to his wife passing away during their birth, has not inherited his father's military or bureaucratic acumen, but they are an able diplomat.
Free City of Anbenncost
Ruler: Lord Mayor Olor Auern (Age: 44 / Born: 1400 AA)
Ruler Culture & Race: Anbenncoster (Anbennarian) / Human
Next Election Due: 1448 AA (4 Years Away)
Armies: 0.5/1
Fleets: 1.5/2
Stability: 2
Manpower: 2/6
The City of The World's Desire. The City of Unity. The Imperial City. All names for the greatest metropolis the world has ever seen. A bustling home for millions, and home to all races who wish to live in peace and prosperity, and a center of culture and learning. Today however, the city lies wounded, still recovering from the Great Sack that ended the Lilac Wars.
Anbenncost began life as a small village by the name of Damucen. It's position within a natural deep-water bay should have meant it would be a prime trading port, but located as it was on the southern shore of the Damesear, pointing away from the rich trading centers dotting the Dameshead, the town languished in obscurity for many decades, until the coming of the Dragonwake. The awakening of Zaamlot the Black created great earthquakes all over the Dameshead, causing the vast majority of the Damerian capital of Damenath to sink into the ocean. What little remained was torched by the terrible Dragon's fire breath. The destruction of the ancient Damerian Republic was complete, with survivors fleeing to Damucen in droves.
Centuries later, Dameria was resurgent under a great line of kings and queens, who saw the strategic value of the growing city. Its prime location at the end of the Damesneck made it a strong defensive location against Gerudian Reavers and other invaders. As such, a great castle would be constructed at the foot of the Moonmount, Castle Dameris. In time, this castle and the city of Damucen would become the official capital of the Damerian Kingdom. Its greatest hour was however yet to come.
In 1000 AA, the Elven Remnant Fleet made landfall upon the Damesear, just outside the walls of Damucen, where the modern-day Elvendock District runs along the western edge of the bay. Damucen again proved its great position in the following War of the Sorcerer-King, serving as headquarters for the war effort and a great gathering location for the disparate armies of the Free Realms. A vast tent-city sprung up all along the ancient walls, populated by soldiers and refugees alike. When the war ended, a good portion of them decided to settle down permanently, becoming the progenitors of much of the city's diverse ethnic and racial population today.
At the founding of Anbennar, the Elven language had already become widespread and popular amongst the Damerian people and beyond. Damucen remained the city's official name, but increasingly Anbenncost, "The City of Unity", was used informally in conversation. Some Anbenncosters today even hypothesize the name of the greater Empire of Anbennar originates from their fair city, serving as inspiration for the first magisters. Whether true or false, Anbenncost became the official capital city of both the Grand Duchy of Dameria, and the greater Empire beyond. Its population would surge to such an extent it's population doubled, then tripled again within a mere few short years. Castle Dameris became the foundations of the modern Imperial Palace, while institutions of the greater Empire came to settle within the new city walls. Most prominent amongst them, the Imperial Academy of the Magisterium, and the Silmuna School of The Arts.
During the Lilac Wars, Anbenncost would remain untouched until the very last moment. A despicable ambush at the Moon Council saw Adenn "Skylance" Silmuna retreat to the city in an effort to regroup. His enemies quickly followed, and after breaching the defenses, Lothane sil Wex ordered the city sacked in an effort to root out every branch of the reigning Silmuna family. Much of the Old City was burned to the ground, great stores of resources and gold ruthlessly looted, and the population subjected to terrible injustices.
Even twenty years after the fact, the city bears a great many scars. Its walls remain unrepaired, whole districts are nothing but hollowed-out ruins, and the refugee population fleeing the civil war that wracked the greater Empire huddles in tents and abandoned buildings across the length of the Bay. Lord-Mayor OIor Auren was but a young man when the Sack first began, and assumed power merely by being the last surviving staff member of the old mayoral administration. Now officially a Free City of the Empire, Anbenncost is to answer to no lord but the Wexonard Emperor, yet Lothane III has proven to be in no great hurry to alleviate the woes of the former Imperial capital. Despite needing the city to host the Imperial Parliament, both it and the Palace have remained abandoned, with no funds forthcoming to repair or renovate the structures. Some grumble it serves the Wexonard's interests for the nobles to have no official place of neutrality to gather together and voice their complaints, but in the end those are but rumors.
The Lord-Mayor has finally set the stage for the rebuilding to commence on its own. If the Emperor will not aid the city he ostensibly rules, they will simply have to do it themselves.
Anbenncost began life as a small village by the name of Damucen. It's position within a natural deep-water bay should have meant it would be a prime trading port, but located as it was on the southern shore of the Damesear, pointing away from the rich trading centers dotting the Dameshead, the town languished in obscurity for many decades, until the coming of the Dragonwake. The awakening of Zaamlot the Black created great earthquakes all over the Dameshead, causing the vast majority of the Damerian capital of Damenath to sink into the ocean. What little remained was torched by the terrible Dragon's fire breath. The destruction of the ancient Damerian Republic was complete, with survivors fleeing to Damucen in droves.
Centuries later, Dameria was resurgent under a great line of kings and queens, who saw the strategic value of the growing city. Its prime location at the end of the Damesneck made it a strong defensive location against Gerudian Reavers and other invaders. As such, a great castle would be constructed at the foot of the Moonmount, Castle Dameris. In time, this castle and the city of Damucen would become the official capital of the Damerian Kingdom. Its greatest hour was however yet to come.
In 1000 AA, the Elven Remnant Fleet made landfall upon the Damesear, just outside the walls of Damucen, where the modern-day Elvendock District runs along the western edge of the bay. Damucen again proved its great position in the following War of the Sorcerer-King, serving as headquarters for the war effort and a great gathering location for the disparate armies of the Free Realms. A vast tent-city sprung up all along the ancient walls, populated by soldiers and refugees alike. When the war ended, a good portion of them decided to settle down permanently, becoming the progenitors of much of the city's diverse ethnic and racial population today.
At the founding of Anbennar, the Elven language had already become widespread and popular amongst the Damerian people and beyond. Damucen remained the city's official name, but increasingly Anbenncost, "The City of Unity", was used informally in conversation. Some Anbenncosters today even hypothesize the name of the greater Empire of Anbennar originates from their fair city, serving as inspiration for the first magisters. Whether true or false, Anbenncost became the official capital city of both the Grand Duchy of Dameria, and the greater Empire beyond. Its population would surge to such an extent it's population doubled, then tripled again within a mere few short years. Castle Dameris became the foundations of the modern Imperial Palace, while institutions of the greater Empire came to settle within the new city walls. Most prominent amongst them, the Imperial Academy of the Magisterium, and the Silmuna School of The Arts.
During the Lilac Wars, Anbenncost would remain untouched until the very last moment. A despicable ambush at the Moon Council saw Adenn "Skylance" Silmuna retreat to the city in an effort to regroup. His enemies quickly followed, and after breaching the defenses, Lothane sil Wex ordered the city sacked in an effort to root out every branch of the reigning Silmuna family. Much of the Old City was burned to the ground, great stores of resources and gold ruthlessly looted, and the population subjected to terrible injustices.
Even twenty years after the fact, the city bears a great many scars. Its walls remain unrepaired, whole districts are nothing but hollowed-out ruins, and the refugee population fleeing the civil war that wracked the greater Empire huddles in tents and abandoned buildings across the length of the Bay. Lord-Mayor OIor Auren was but a young man when the Sack first began, and assumed power merely by being the last surviving staff member of the old mayoral administration. Now officially a Free City of the Empire, Anbenncost is to answer to no lord but the Wexonard Emperor, yet Lothane III has proven to be in no great hurry to alleviate the woes of the former Imperial capital. Despite needing the city to host the Imperial Parliament, both it and the Palace have remained abandoned, with no funds forthcoming to repair or renovate the structures. Some grumble it serves the Wexonard's interests for the nobles to have no official place of neutrality to gather together and voice their complaints, but in the end those are but rumors.
The Lord-Mayor has finally set the stage for the rebuilding to commence on its own. If the Emperor will not aid the city he ostensibly rules, they will simply have to do it themselves.
Marquisette of Honderaak
Ruler: Rukexis Dovesworn (Age: 18 / Born 1427 AA)
Ruler Culture & Race: Dovesworn Gnoll (Gnollish) / Gnoll
Heir: N/A
Heir Culture & Race: N/A
Armies: 1/2
Fleets: 0
Stability: 3
Manpower: 3/4
The Gnolls first arrived in the Businori Highlands about 600 years before the Day of Ashen Skies, led there by the First Xhazobine, a Gnollish warrior-prophet imbued with the powers of demonic beings and the Hells themselves. This first Xhaz, or "holy war", would ravage much of Kheterata, Bulwar and southern Cannor, and directly lead to the Castanite Exodus which would one day spell the doom of the Gnolls. It was however not until the second Xhaz, perpetuated by the Second Xhazobine, that the Gnollish conquest of Cannor would commence. For many centuries the Queens of the Copper Hills would rule over Businor, and great swathes of what is today Anbennarian land. The sudden attempt by the Second Xhazobine to enter into the service of the great dragon Zaamolat the Black, an attempt that led to the devouring of the Xhazobine, shattered the unity of the Gnollish warbands however, and gave the Human realms of Cannor time to reorganize and push the Gnolls back, eventually forcing them to retreat back over the Khenak Range and into Businor. Here their power would wax and wane, as did the relationship with their Human subjects. Sometimes they intermingled, sometimes they fought, sometimes they were slaves and masters. Never again however would the Gnolls be able to conquer Cannor as they had once done in Kheterata and Bulwar.
The final deathblow of the Copper Queendom would arrive with the Elf Jaher, who's campaigns into Bulwar would begin by establishing a launching point in Businor. He liberated the Human slaves, destroyed the great temples of sacrifice to the demonic masters of the Gnolls, and forced the Queen-of-the-Hills and her followers to retreat deep into the Khenak mountains, where they would remain for centuries, eeking out a pitiful existence as goat herders and mercenaries.
During the time of the Lilac Wars, the newly-crowned Queen-of-the-Hills Xanzerbexis faced a difficult choice. The Khenak Range could no longer sustain the Gnollish population, and facing imminent starvation, the Queen declared a renewal of raids and military campaigns against the Human realms which surrounded them. This one fateful decision would lead to a final war for control of the Copper Hills. A war that the ancient Queendom soundly lost. In the war's aftermath, facing imminent genocide at the hands of the Human populations they had for so long terrorized, the last heir of the Queendom, Rukexis, gathered whom she could and fled north, into the lands of the Empire of Anbennar. Settling at the foot of the imposing Gnollsgate, Rukexis begged the Humans on her knees for safety and protection, renouncing all her ties with the tenants of the Xhazobkult, and offering to convert to the Human Regent Court which branded the Gnolls as irredeemable monsters.
Surprisingly, the Humans and their Emperor Lothane agreed, offering shelter to the Gnolls in the Countsbridge region, and charging the new "Dovesworn" Gnolls with guarding the southern Imperial border with Busilar.
While some Gnolls decry Rukexis as a traitor, naming her "Dovesworn" as an insult, it cannot be denied this radical decision was the only way to prevent the total destruction of her people.
The final deathblow of the Copper Queendom would arrive with the Elf Jaher, who's campaigns into Bulwar would begin by establishing a launching point in Businor. He liberated the Human slaves, destroyed the great temples of sacrifice to the demonic masters of the Gnolls, and forced the Queen-of-the-Hills and her followers to retreat deep into the Khenak mountains, where they would remain for centuries, eeking out a pitiful existence as goat herders and mercenaries.
During the time of the Lilac Wars, the newly-crowned Queen-of-the-Hills Xanzerbexis faced a difficult choice. The Khenak Range could no longer sustain the Gnollish population, and facing imminent starvation, the Queen declared a renewal of raids and military campaigns against the Human realms which surrounded them. This one fateful decision would lead to a final war for control of the Copper Hills. A war that the ancient Queendom soundly lost. In the war's aftermath, facing imminent genocide at the hands of the Human populations they had for so long terrorized, the last heir of the Queendom, Rukexis, gathered whom she could and fled north, into the lands of the Empire of Anbennar. Settling at the foot of the imposing Gnollsgate, Rukexis begged the Humans on her knees for safety and protection, renouncing all her ties with the tenants of the Xhazobkult, and offering to convert to the Human Regent Court which branded the Gnolls as irredeemable monsters.
Surprisingly, the Humans and their Emperor Lothane agreed, offering shelter to the Gnolls in the Countsbridge region, and charging the new "Dovesworn" Gnolls with guarding the southern Imperial border with Busilar.
While some Gnolls decry Rukexis as a traitor, naming her "Dovesworn" as an insult, it cannot be denied this radical decision was the only way to prevent the total destruction of her people.
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