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Haveneast: Illmada

Started by Biohazard, May 10, 2009, 11:40:39 PM

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Haveneast: Illmada[/size]


Blessed be the King of Illmada, glorious, wise, and powerful, and blessed be his kingdom, that basks in the glory of Justahn. Our great lands our focused now in the face of the evil that placates not only the Holy Origin but also much of the Allegian Heartland, and with the grace of Justahn as our weaponry we will extinguish it. There is no false monarch, no barbaric peoples, no wicked sorcery that stands against the Light and claims victory. Blessed be our quest. Blessed be the Great Crusade.
-Pilgrim preacher


The World

The year is 73 A.J. After a long civil war from 11-14 A.J., the Suttwurd War with Scomland, Flane, and Lubadoz in 17-18 A.J., and the beginning of the Fifty-Year Witch-Hunt four years later, Illmada emerges as one of the most powerful forces in Myrenia. Between its alliance with Llander and utmost favor with the Holy Empire's Council of Saints, the strength and renown of its knightly orders, and its emergence as a naval juggernaut and by extension a growing thalassocracy, those that are allied with Illmada are thankful for their comrades and those that are enemies fear them.

In those 73 years, much has changed. Merenland and Punderland both have disintegrated into small, hostile and independent territories, while the Illmadian Claims present until 12 A.J. on the mainland of Myrenia have been lost and govern themselves as Leremor and Dasthen. The crescent once known to people of Allegia as the Holy Origin has been lost to barbaric Shotem invaders from the far south and east, making any Shotem in most of Myrenia heretics and outlaws by default, and in retaliation the Illmadian Empire and Alvanenia go to war in what has been labeled the Great Crusade. Knightly orders from both regions have claimed territory on their own, and Chanelce in Alvanenia has even begun pushing into the heretic Navelun.

The Illmadian Empire

Following multiple conflicts and changes to the throne, the greater Isles of Chimera region is united. King Vicade II of Alanney has married Princess Galewsys of the royal family of Tuban De'Ferr, ending the conflict on the Pine Isle. Through other strategic marriages and outright conquest, Rhones, the Chimera Highlands, Enecht, Connland, and Hadchia are all united under a prosperous and strong banner, and Avel-Norevia stands beside Illmada unquestionably. Its primary ally is Alvanenia (the union of Chanelce, Vigarth, and Cremaria), and it possesses strong relations with Llander and Kangdemar (although these two kingdoms are not so friendly with each other).

The Nightmare

Ladraeena drew her sword, and slid down off of her horse. She'd seen something, and her heart instantly sensed that it was something wrong. There was no sound now except her own footfalls, and with each one she feared that they were far too loud. Her heartbeat pounded in her ears. To the left and right there were trees and thickets so dark and tangled that short of burning them you might never find an opening. Behind her the sun set over the hills, and the distant A'Lemska Keep basked in the fading, weak rays - it was the only safety here at night.

She crept slowly along the edge of the copse, on edge over every snap of a twig or rustle of leaves. Ladraeena wondered, somewhere deep within her mind as she focused on more compelling and tense ideas, what was it she had seen? She could not recall details. Had it been small? Large? What color had it been? What was its nature? None of these could be answered. All she could remember is that the sight had disturbed her.

The horse left her. Startled, the beast took off towards the light and the keep. Ladraeena barely noticed. Too much was on her mind now. She was deep within now. She dreaded every step and every branch that hung down. Her brow was covered in sweat. It seemed that the world went silent except for the drum of her heart. Her torch would not light. In the darkness she had lost her way... and this small patch of woods seemed far too large from within to match the outside. There was no fading sun and no moon to cast light into the bush, but it seemed that there was a light somewhere in the distance - or perhaps the trees just glowed. Every noise here was so amplified. She followed the faint light, turning every few moments upon hearing a sound. There was nothing there - or nothing she could see.

But it could see her...


Even the most blessed of Justahn's kingdoms is not beyond the haunting of The Mirror - here in the Isles of Chimera its ties are particularly strong. Across the border is a twisted mockery, a charade ghastly and unclean where things wear masks because they have no identities, and warriors wear armor because they have no forms. In the places most tainted, the Nightmare and its denizens spill over...

 The mists of the moors and rolling hills hide things that lurk as much in them as their own wicked intent. Fairies cruel and sadistic and giants mighty and terrible stalk the border of the reflection, and somewhere in the darkness, the dead and demons wait to feast on mortals. And amongst the unsuspecting people, both peasant and noble, shape-shifters and sorcerers corrupt and scheme against the Church and all of those who live.

The fire of Justahn burns faint now, but a candle on a moonless night. There are few who have both the courage to face the darkness and the willpower to turn away unharmed...

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Conflict[/size]

The Great Crusade

Five years ago, in 68 A.J., the Shotem barbarians known "properly" as Khulesi took the Holy Origin by near-complete surprise. Its people were at best allowed to leave after much suffering in seeing their beloved, holy temples and their sacred ground stolen from them and razed - and at worst, they were mutilated and tortured into slow death. The reason for this was the retaliation against our long-ago conquering of their land when it was discovered to be sacred, but they were heretics and undeserving as they are now. In their system of beliefs, Justahn is but one of many beings, all of which are twisted and foul, and his image is scarred. It is because of these things that we fight for the return of the Holy Origin, as the defilers of the Flaming Sword's tenets are no more worthy of the land than they are true worshipers.
-The most honourable Welcyn, Count of Trenholsken


The War of Two Seas

Although action has been put on hold from the Illmadian side due to the Great Crusade, the War of Two Seas - the conflict between the Kingdom of Illmada and nearly every other major continental power in the northwest - makes life difficult for foreign relations. Flane, an increasingly notorious enemy of the Illmadian flag, is the strongest rival to the empire in terms of naval power, while the Barbarian Kingdoms, now more numerous and more powerful than they were three quarters of a century earlier, threaten the Illmadian territories with frequent invasion attempts. On a map, Illmada's war with Flane and its allies seems to be poised to end in the Empire's favor soon because of the alliances with Kangdemar and Llander surrounding the opposition, but those foes despite being small produce incredibly capable fighters and in large numbers, making them much more difficult to overcome strategically.

The Icaran War

Kessely, Drepedda (once the Republic of Knoit) and Salmarcy (a breakaway portion of the former Republic) are engaged in a bloody, three-way free-for-all on the Twisting Sea and in the "neutral" grounds of Dovendy, Blakhyn, and the Wildium-Vanthel Baronies. By the request of Llander and the holy orders there, Illmada sends what additional troops available to serve as mercenaries on the side of Kessely in that particular conflict, for Kessely seems to be at risk of losing. Recently however, the execution of important, noncombatant nobility from the captured capital of Fremark has outraged nearby allied nations, prompting the aforementioned call for aid from Llander to Illmada. Far-away Delance has even pledged to enter the combat from the east and to lend support to other conflicts, indicating they may possibly be a participant in the Great Crusade in the near future.

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Factions[/size]

Illmada's allegiances are strong, made only stronger out of fear and respect for the powerful organizations that serve the King and the Church. Although numerous and frequently being replaced in most cases, there are some few orders that remain as aged and solid bastions of strength and courage for the Empire.

The Knights of Oleander[/u]

Formed at the very end of the Illmada Civil War and first proven in the Waucrad Campaign of the Witch Hunt, the Knights of Oleander are the premiere warrior order serving the King of Illmada. Distinguished by the rosy flower on their banners and surcoats marked with small black lines, the Oleander serve the primary functions of maintaining borders and diplomatic negotiations. It is they who are at the head of every army beside the king and his warlords of the court, even though the Court has its own Order of the Three Saints which are the official royal guards. The KoO are actually based in the Tremorde Islands off of Zyarma, which they retook at the end of the Civil War. Alongside the Knights of the Green Lotus, they are one of two major knightly orders that serve the Illmadian Empire.

The Knights of the Green Lotus[/u]

Slightly more peaceful than the Knights of Oleander, the Knights of the Green Lotus are crusading warriors with the mission to treat and cure the sick and wounded as well as spread the faith of Justahn. Their creation of sick hostels has become a widespread occurrence followed by other organizations and even rival countries, who create infirmaries for the medically and psychologically ill. Like the Knights of Oleander, the Green Lotus are identified by their surcoat symbol which is a green flower with a white or yellow outline (depending on the color of the surcoat itself). They are older than the Knights of Oleander even though they are roughly equal in size = the Knights of the Green Lotus date back to the Judema Plague.

Order of St. Maltharnod[/u]

Originally established as a guardian knightly order for pilgrims on great journeys to holy lands and as a healing order similar to that of the Green Lotus, the Order of St. Maltharnod currently exists in its terms as an organization specializing in banking and keeping records in its monasteries. Its holy charge given by the Archbishop of Feleor states that in times of peace (which are almost nonexistent for Illmada), it is to exist only in this form, while in times of war it is to augment its small hierarchy of holy knights and lords with skilled mercenary warriors.

The Order of St. Maltharnod is not an order that originates from Illmadian peoples or lands, but rather from Angorad just after the Judema Plague. However, recent unrest, arranged marriages between noble courts, witch hunts, and destruction of fortresses in war have all contributed to the Order's primary operations base being relocated to Illmada, where its remaining strongholds are found. The Order has taken a new oath under its Grand Master, Haricol Alchart IV, to serve the King of Illmada and its church unquestionably. Although not particularly well-liked in their homeland before this event, it has caused a great deal of additional enmity between the two nations and the other lands that the Order had stakes in beforehand. Other knightly orders have taken on the similar task of banking in emulation of the Order of St. Maltharnod, but as of yet none have become nearly as popular and trusted as they.

Order of the Curtain[/u]

Founded in 39 A.J. by Lady Alpsken of the House of Alpsken, the Order of the Curtain is a chivalric order whose membership consists almost entirely of high-ranking nobility. Although not a war-like order, they do consist of a large number of lords and ladies whose battle prowess has been proven before - but membership requires an aged individual, leaving most ex-members of any military actions. The Order of the Curtain exists solely to deal with national politics between lords of the Illmadian Isles - but they do not extend below the rank of Count. The Order's structure is made up of not the monarch but the monarch's consort (and in their absence, the heir of the throne), the five most prestigious land-owners in Illmada, and the most decorated knight from one of the other military orders. Additional membership is granted by vote to twenty other nobility, and previous members keep their honorary titles and specific protection/information privileges following dismissal - but should they bring dishonor to the country, church, or courts, they will be struck from the Order's Chart of Grace (and in the few years the Order has been operational, often this dishonor is enough to have them executed).

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Counties and Cities[/size]

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Legends and Beasts[/size]

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Sorcery and Miracles[/size]

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Society and Law[/size]

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Reserved 10

Good to post from here on in.

LordVreeg

[blockquote=Troll]The mists of the moors and rolling hills hide things that lurk as much in them as their own wicked intent. Fairies cruel and sadistic and giants mighty and terrible stalk the border of the reflection, and somewhere in the darkness, the dead and demons wait to feast on mortals. And amongst the unsuspecting people, both peasant and noble, shape-shifters and sorcerers corrupt and scheme against the Church and all of those who live. [/blockquote]

and the shape-shifters and sorcerers are allied with/do the bidding of/make pacts with the forces of the Nightmare.  

Are there debased religions that worship creatures of the Nightmare?  or are there more complicated religions, twisted reflections of the current churches?
VerkonenVreeg, The Nice.Celtricia, World of Factions

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Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Ishmayl-Retired

Holy lord, more Haveneast!  

"The fire of Justahn burns faint now, but a candle on a moonless night. There are few who have both the courage to face the darkness and the willpower to turn away unharmed..."

Very nice "mood lighting" there.
!turtle Ishmayl, Overlord of the CBG

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Biohazard

[blockquote=LordVreeg]Are there debased religions that worship creatures of the Nightmare? or are there more complicated religions, twisted reflections of the current churches?[/blockquote]

There are and aren't religions that worship creatures of the Nightmare - technically, Justahn, the Four Evils, the Fallen Angels, the Thirteen, etc. are all beings from The Nightmare or its shadow grounds, and they all get quite a bit of worship. You might, on small levels, see local cults that worship supernatural creatures - a small village that sacrifices a virgin maiden every ten years to a horrific giant that lurks in the mountains; a demon mistaken for an evil wizard that sits in a tower and commands people to go on outrageous quests or do nearly impossible things with humiliating and sometimes torturous punishments as consequences for failure. You will certainly, however, see mythical creatures associated with organizations, noble families, images of kingdoms, etc. - griffins as bearers of the shield on the coat of arms and the like.

Regarding the second part of the sentence, yeah, you will sometimes see that there are mockeries present on the other side, and you'll see it in many ways - outright evil reflections of Justaic followings as well as more subtle incarnations that give the illusion of comfort and safety when they will actually corrupt, much like more malicious beings tend to do in Haveneast.

[blockquote=Ishmayl]Holy lord, more Haveneast!

"The fire of Justahn burns faint now, but a candle on a moonless night. There are few who have both the courage to face the darkness and the willpower to turn away unharmed..."

Very nice "mood lighting" there. [/blockquote]

Surprise! I'm glad you liked it. :D