Dontgonearthere
01-10-2007, 05:18
I tried it once before, didnt seem to be too much interest then, but what with all the RP-by-numbers going on I figure at least a few people'd be a bit interested in something less restrictive.
Basically I've got a map and a basic description of the various countries therein, resulting in a world which, while not 'balanced' is somewhat in line with reality in terms of having a power structure, history and so forth. While you'll have to stick to the basic outline, this is only a few sentences and a population, past that youre free to do what you want with your claim, provided it isnt TOO wanky.
The only required 'stats' will be populations.
I dislike the 'you have 10 points to spend in 8 catagories' method of RPing. While I fully respect that some people like it, and it does reduce argueing, I cant stand it myself.
There will be magic. There will be dragons. There will be amusing little green men with knives. There will be, in fact, just about anything you could possibly want in terms of a fantasy nation. All smoothly (*snork*) integrated into a lovingly crafted MSpaint world.
Claims list:
Dontgonearthere :: Veruna (Factbook: http://forums.jolt.co.uk/showthread.php?t=540077)
Fae Folk :: Caelus
Orbath :: Ritona (http://forums.jolt.co.uk/showthread.php?p=13121727#post13121727)
Angaor :: Yokuda (Factbook: http://forums.jolt.co.uk/showthread.php?t=540052)
Thrasia :: Morrowind (Factbook: http://forums.jolt.co.uk/showthread.php?p=13111755#post13111755)
waldenburg 2 :: Omnia (Factbook: http://forums.jolt.co.uk/showthread.php?p=13110685#post13110685)
Drekon :: Aramon (Factbook: http://forums.jolt.co.uk/showthread.php?p=13112782#post13112782)
Weccanfeld :: Dragonfell (Factbook: http://forums.jolt.co.uk/showthread.php?p=13123798#post13123798)
Telros ::Taros
http://img251.imageshack.us/img251/8008/darienmapqc3.png
Tamriel (Europe):
Veruna:
One of the first Tamriellic nations to declare its independance. Veruna is a naval power with a modest army and a strong trade network. They produce the best and most advanced ships in the world.
Pop: 18,000,000
Tamriellic Goblin Tribes:
How they came to Tamriel is unknown, as few Goblins can be persueded to travel via sea, but the Tamriellic Goblin Tribes are generally regarded as more 'civilized' than their Western kin. Their metalwork is valued highly throughout the former Cyrodillic Empire, and they oftne serve as mercenaries.
Pop: 17,000,000
Aramon:
Aramon is well known for its heavy troops, both cavalry and infantry. Using a combination of Orcish and Cyrodillic armor styles, their troops have defeated numerous opponents. They also have a modest navy, although their ships are not as advanced as Veruna's.
Pop: 8,000,000
Yotia:
Less a nation and more of a merchant oligarchy, Yotia will trade with just about anybody. Its main export is artifice, semi-magical objects of greater or lesser power, as well as 'clockwork soldiers', which also defend the nation when its elite mercenary corps is busy elsewhere.
Pop: 550,000
Argive:
Similar to Yotia, yet the two nations maintain a strong 'competitive spirit'. Where the Yotians occasionally apply magic in an effort to better their artifice, the Argivians believe in wizardry above all.
Pop: 420,000
East Aramon:
A 'dominion' of Aramon, split off due to religious differences. Roughly the same as Aramon, East Aramon practices a moderate derivative of Omniaism, a monothiestic faith which the Cyrodillic Empire previous tried to stamp out when the Empire reached to the Omnian homeland.
Pop: 250,000
Kralijevic:
Home of the Horse People, the Kral are renowned for two things, their horsemanship and their short tempers. Although allied with Veruna and Cyrodil against Taros, the Kral are fiercly independant and only tolerate diplomats grudgingly. Their heavy horsemen rival Aramons and their horse archers, light horse and famed 'winged hussars' are all superior to virtually every other cavalry force.
Pop: 2,200,000
Keld:
What do you get when you combine a Spartan, a Scott and a rhinoceros? In Tamriel, the answer is a Keldon. The seven foot tall grey-skinned people are, quite simply, the best warriors in the world. With an in-built resistance to magic, a warrior culture and excellent metalworkers, the Keldons are the most employed mercenaries in the world. They are also slavers, using 'imported labor' to maintain their economy while the entire male population is off fighting.
Pop: 400,000 Kelons, 3,000,000 slaves.
Cyrodil:
The center of the Civilized World. The Cyrodillic Empire isnt as powerful as it once was, but is still a formidable regional power. Its legions are still respected and the Emperor holds political sway in virtually every part of the old Cyrodillic Empire. Its navy is chiefly composed of galleys though, which make it unsuitable for open-ocean operations, but its grip on the Long Sea is strong and piracy in those waters is virtually non-existant.
Pop: 12,000,000
Taros:
Taros covers the area known as the 'Ashlands', mostly because the whole area is a blasted wasteland. The army is mostly composed of undead and the few living citizens or slaves. Frequent raids on neighbors are employed to bring in 'converts' for the army or slave labor. Mages of the more necromantic sort tend to gravitate towards Taros. The area is inhabited by numerous demons, wraiths and undead unpleasantness.
Pop: Varies, between 2-6 million (mostly dead)
Omnia:
Militant evangelists of the crusading sort. Omnians in general are normal people, but the Quisition which runs the state is of the opinion that anybody who isnt an Omnian is in need of firey purging. The army relies on faith, fervor and the threat of horrible tourture to make up for its lack of equipment and training. They frequently cross the Djel river to attack their favorite target, Ephebe. Recently the entire Omnian navy was destroyed by the defences of the city of Ephebe.
Pop: 1,500,000
Sto Lat, Quirm, Ankh Morpork, Tol Fier, Borderwatch
The roiling political mess typically simply refered to as the Circle Sea States. The various city-states are typically centered around a single city, with constant trading of land in order to gain political power via marriage, purchase, theft, war and every other means avalible. While apparently militarily weak, when threatened it is not uncommon for the entire population of the city-state to rise up against potential invaders. While strong, these entities are essentially mobs and are not easy to contorl, nor are they often willing to leave their city.
Ankh-Morpork is traditionally the most powerful, due to its control of the strategic River Ankh, the Circle Sea's link to the outside world, which often means all the other city-states are aligned against it.
Pop: Varies. The main cities tend to be about 500,000 people.
The Skald:
One of the few native Ashland tribes to remain free of Taros, by the simple expedient of being too stubborn to die. The Skald are notoriously distrustful of pretty much everybody, and are masters of guerilla warfare and not being seen.
Pop: 25,000
Bonk, Sturmvald:
Similar to the Cirlce Sea States to the south, Bonk and Sturmvald are both former parts of the Tarosian and Yokudan Empires. As former subject states they have a strong dislike of both nations, and hence a fierce desire to maintain independance. Both nations employ heavily armed, fast troops in their armies, using minimal armor.
Pop: 650,000 each
Uberwald:
The Great Forest, the Enigma Wrapped in a Mystery Inside a Puzzle. Uberwald is lots of things, its population is composed of mad scientists, werewolves, vampires, and other mythical beasts. It is not technically a nation, but a composite of various baronies, duchies and other fiefdoms. Its 'army' as such is mostly composed of city militias which are well armed, for the most part, but not the best trained. The vampires and werewolves obviously make no distinction between military and non-military. They usually just eat anybody that bothers them too much.
Parts of Uberwald are also famous for being so thick with isolated cliff-side casltes that the local scientists have been forced to start using addresses.
Pop: 3,500,000
Zlobnia and Borogravia:
Nations which once were part of Uberwald in the heyday of that nations power. However, having no desire to be eaten by werewolves and vampires, these nations split off, killed off the werewolves and vampires, and set about having religious quarrals for the next 1,000 years. Presently Borogravia is engaged in a holy crusade against Zlobnia because the King of Zlobnia wore blue to his coronation ceremony, blue having been declared an abomination by the God of Borogravia, Nuggin.
Pop: 750,000 each
Aetherius (Asia)
Krishanpur:
A wealthy nation which profits greatly from trade. While their economic assets are not as great as Veruna, it is rumored that their treasury is even larger, as it has been built up over the millenia by wise (and frugal) rulers. Presently its wealth comes from facilitating trade between the Dwarven nations and Tamriel. Its army is famous for its use of elephants and various other 'unconventional' animals to support its troops.
Pop: 5,000,000
Arjuna:
Arjuna is a strongly agricultural nation, which supplys food to many of its neighbors. Recently Arjuna has been the subject of Aramonian diplomatic advances and it has some of the citzens worried. Its army is mostly infantry, who specialize in warfare amoung the nations many rice paddies and swamps.
Pop: 8,000,000
Orsimier:
Home of the numerous and diverse Orc tribes, ranging from the scrawny and Goblin-like Gretchin to the six-foot-tall near-human High Orcs. This nation is famed for its armor, which is perhaps second only to the finest Dwarf-made stuff. Orc smiths are prized everywhere and highly skilled in their craft. The army is composed of what one might call 'professional militias' from local villages/cities and its famous for its heavy infantry. Most Orcs do not employ cavalry, but Gretchin and other small breeds are known to ride wolves when it suits them.
Pop: 800,000
Blackrock:
Land siezed by the Dwarves in an ancient war against the Orcs, Blackrock Citadel is amoung the holiest sites in Dwarfdom (and Orcdom, for that matter). The dwarves of this land are strong, short, wide and mean. Their prefered weapon is tha axe, and they almost constantly wear some sort of armor, even while sleeping. They are often engaged in border wars with Orsimier.
Pop: 250,000
Kel Khazad:
The theoretical leader of the Dwarven nations and home of the Low King. While his direct political power is on the downturn, the Low King still maintains his hold over Dwarf Law, and those who violate those rules risk being declared Not Dwarves, which is even worse than being an Orc. The Low King is elected to a life term by a vote of the leaders of each of the Dwarven Nations. Kel Khazad's army is made up of voluntiers from many Dwarven nations and the duty is considered amoung the highest honours a Dwarf can recieve. Its population is composed of a roughly even mix of the various Dwarven strains.
Pop: 350,000
Belegost:
The 'clever dwarves', whos pride is in invention and artifice, rivaling that of Yotia. They employ, with great success, steam and black powder and the various fruits of modernization. While not as strong or skilled in battle as their cousins in Blackrock, they are generally friendlier and less inclined to chop strangers off at the knees for looking at them funny. Belegost recently lost a significant chunk of territory in a war with Aramon, and many Dwarves are understandably upset with that nation.
Pop: 375,000
The Various Goblin tribes:
A sort of amalgamation of highly independant tribes of Goblins possessing little in the way of government and almost constantly in the process of raiding their neighbors, each other, or being paid to raid their neighbors neighbors.
Pop: 22,000,000
Yokuda:
The most populous human nation on the planet, and one of the strongest. While isolationist by nature, Yokuda has a strong and diverse army easily on par with the Cyrodillic Empire's forces at their prime. It maintains a small amount of trade for the few goods it needs to import. No diplomatic contact has been made, however, in many years. Yokuda is ruled by a long-standing dynasty of Emperors who have obtained near-godlike powers over the centuries.
The entire empire is surrounded by a magically reinforced wall some thirty feet high, except at a few key ports where trade is permitted.
Pop: 32,000,000
Elsweyr:
Yokuda's main rival for colonial expansion in Aetherius and home of the Khajit. Like the Orcs, there are many breeds of Khajit, ranging from almost-human to walking-cat. The nations is famous for its thieves and assassins. Its armies reflect this with their strong emphasis on asymetric warfare and stealth over direct conflict, when possible.
Pop: 4,500,000
Tang-Mo and Po'Tun Tribes:
The 'ape-men' of Aetherius, the Tang-Mo are more peaceful, prefering to use diplomacy to sort out their problems, while the Po'Tun have recently begun using violence to drive outsiders from their lands. Both tribes are frequently the target of slavers of many races, being considered by many as 'inferior' to other forms of life.
Pop: 6,000,000 ea.
Farshore:
A former colony of the ancient Aylied Empire, the Farshore Elves are widely regarded as primitives, but their ability to blend into their environment by a combination of biological skin-color changes and 'primitive' shamanism. Despite what more civilized nations opine, these magics are highly effective and, when combined with the natural skill of the Farshore Elves in woodcraft, can devastate any invading force.
Pop: 550,000
Black Marsh and SouthMarsh:
The Argonians, or lizard men, dwell here. They are typically isolationist, but will trade with most races for various medicens which come from the swamps. SouthMarsh is far more 'civilized' and organized than the Black Marsh. Invasions of the area are almost always drivin back, not by the Argonians, but by native wildlife and disease, which the Argonians seem immune to.
Pop: 1,625,000
Summerset:
Possibly the most arrogant people in the world are the Altmer High Elves. They consider themselves superior to every other form of life. Their arrogance is, perhps, justified. Their skill in magic is amazing, and almost %80 of the population is capable of using magic to some extent. As such, their armies are heavily mage-based.
Pop: 720,000
The Coral Kingdom:
The Sload are, perhaps, the most despised race on Darien. The combination of their sluglike appearance with their love of necromancy have earned them the ire of many other nations. Sloads have no known lifespan, but continue to grow until they are killed. Older Sload are unable to move out of water without magical assistance. The Coral Kingdom's geography is unique, as it constantly shifts, the nations various swamps and coral islands constantly moving and changing.
Pop: 75,000
Sin'Dorei:
Also called the 'Blood Elves', these are exiles from the Summerset Isles, originally murderers, oathbreakers and other criminals, gradually they organized a society. The name 'Blood Elves' comes from the magical tatooes they are born with, a curse by the High Elves upon the exiles to ensure that they and their descendants could be easily identified and properly shunned.
The Sin'Dorei are one of the most friendly Elven races to Humans and Dwarves.
Pop: 450,000
Klatch (Afica)
Tsort:
A desert society whose main income comes from facilitating trade between Morrowind and its northern neighbors. Tsort is almost constantly at war with Ephebe. Tsort is famous for its use of elephants and large wooden animals in warfare. They dont have a navy, becaue Ephebe sinks any ships they launch.
Pop: 2,500,000
Djelibeybi:
Formerly isolationst, it recently opened its borders as a 'free port', allowing anybody who wants to trade there, including pirates, privateers and smugglers. With the death of Djelibeybi's last ruler the previously heavily entrenched aristocracy was overthrown and the nations many pyramids partially wrecked. The name translates as 'Child of the Djel', the name of the river that runs the length of the nation.
Pop: 850,000
Epebe:
Ephebe is the intellectual capital of the world, housing the larger number of inventors, philosphers, thinkers, strategists and generally smart people than any other nation. Has a large and boisterous pantheon of gods, despite most of its population being athiest (Not vocally, of course. Saying youre an athiest out loud in Ephebe is equivalent to standing on top of a flagpole wearing a suit of plate armor holding a copper pole in the middle of a hurricane.) It is also Darien's single functioning democracy, which explains why its government gets so little done.
POp: 1,200,000
Klatch:
The Klatchian Empire is Aramon's rival for control of the Isthmus. Made up of many tribes and races, Klatch constantly struggles to keep itself together. Its horse archers are some of the best in the world and their famous compound bows are highly prized by archers everywhere. Klatch's proximity to and good relations with Ephebe give it access to much technology.
Pop: 5,500,000
Vallenwood:
Home of the Bosmer, or Wood Elves, Vallenwood can be dangerous to even the most experienced explorer. At first sight, it is a pleasant forest of large, friendly trees. Until you encounter the Bosmer. Many of the Wood Elves are religiously cannibalistic, and all of them, as part of a sacred pact with the Forest God, will not use any product taken from the a living part of the forest (EX: Animal hides, timber, etc.). They are excellent archers and practitioners of shamanistic magic.
Pop: 950,000
Morrowind:
The land of the Dark Elves. Control of Morrowind is split between three virtually independant 'Great Houses', Redoran, Hlaalu and Telvanni. There are other houses as well, and a king, but they do not exercize the same control as the Great Houses. The armies of the houses are very strong though, and invaders are in for a tough time. Dark Elves are extremly xenophobic, only barely tolerating trade with the world.
Pop: 3,200,000
Ritona:
A colony of humans with a strong warrior culture, apparently influenced by Akavir. They are famed for their skill with the sword and bow, and, although lacking in a deep-water navy, their short-range boats are quite formidable, including, in recent years, strange iron-plated contraptions refered to as 'turtle ships'.
Pop: 2,400,000
Pyandonea (South America)
Zhon:
More of a region than a nation, Zhon exists to fill one of those emberassing blank spaces on the map. The area consists of various beast men, Elven varients, men, ogres, and whatever else wanders into the area and can survive the other deniziens. Considered by most as an uninhabitable waste, the Kingdom of Veruna has recently taken it upon itself to bring civilization to the area, and has met a suprising amount of opposition from various tribes there, especially from a wizard claiming to be a 'snake god'.
Those few 'cities' in the area are home to many experts in the arts of summoning and taming beasts.
Pop: 850,000 (depending on your definition of 'population)
Damarask:
Little better than Zhon, Damarask is even more sparsly inhabited. The swamp is a veritable spawning pool for disease. It is home to a number of necromancers and others who do not wish to have their work observed, but are not associated with Taros. It is, in theory, ruled by a Duke from Veruna, but this has little practical effect away from the coast where Verunan marines can quickly respond to attacks.
Pop: 2,200,000
Dragonfell:
Perhaps even more mysterious to the Tamriellic mind than Yokuda, Dragonfell is home to the last remaining sentient dragons in Darien. The government is very isolationist and xenophobic, and most who venture past the designated port areas tend to vanish. The dragons share the land with a species of 'Draconians' rumoured to be crossbreeds of Dragons and humans, these make up the majority of the population.
Pop: 150,000
T'ien C'hi:
Beleived to be the descendants of an ancient Yokudan colony established thousands of years ago, T'ien C'hi is a warrior society heavily influenced by a mixing of Akaviri and Yokudan cultures. Once a province of Akavir, the T'ien C'hi gained their independance at roughly the same time as the various Cyrodillic states via force of arms and the generalship of a mysterious 'Heavenly General', now worshipped as a god.
Pop: 5,500,000
Ke Pa'kun:
Perhaps developed in a manner similar to T'ien C'hi, the Ke Pa'kun (which translates as 'Tiger-dragon land') is the realm of a race related to the Khajit of Elseweyr. Their proximity to Dragonfell has led to some profitable relations between the two, and many of the Ke Pa'kun seek to become dragons one way or another. Few have succeded.
Pop: 2,300,000
Dwemer:
An ancient land, which some theorize is the homeland of the Elves. The Dwemer themselves more closely resemble the Dunmer dark elves of Morrowind, save that they can grow facial hair, a trait lacking amoung most other Elven varients. The Dwemer are masters of artifice and science, constantly seeking betterment via devices and experimentations. They are very few in number, however, but make up for it with 'robots' similar to Yokuda's clockwork men.
Pop: 25,000
S'thiss:
Totaly unrelated to the Argonians, the S'thiss are more at home in a volcano than a swamp. They are masters of fire-related magics and decent smiths. While lacking in governmental coordination, there are a few dragons allied to their government, giving them exceptional military strength in the region.
Pop: 350,000
Caelus:
A mountanous region, home of the strange, winged men of Caelus. The Caelus seem to be related to men, but little is known of how they came to evolve wings and the ability to fly. Most theorize that it was some ancient magic, or that the Aylied Elves created them to serve as long distance messengers. Whatever their origins, they are skilled mages for the most part, using magic to enhance their flying ability as well as in combat.
Pop: 220,000
Atmora (North America)
Blood Moon, Five Sparks, Three Feathers and the Flarg:
A group of loosely associated tribes each forming a 'clan' on the basis of the ancient strategy of 'if theres more of us than them then we win, right?', the Goblin tribes will typically attack just about anybody on sight if they have superior numbers, if theyre heavily outnumbered, if theyre cornered or if they just feel like it. Goblins are easily the most prolific species on the planet and combat losses are quickly replaced.
Pop: 30,000,000 ea.
Akavir:
Akavir is one of the great powers of the world, its people are renowned for their weapons crafting, intelligence, philosophy and art. An Akaviri is born into a caste, and dedicates his life to whatever work he is givin. The warriors of the Akaviri are, perhaps next to the Kedlons, the finest in the world. The Akaviri armies possess no cavalry, because the physiology of the snake-men makes it impossible ofr them to ride anything into battle.
Pop: 7,650,000
Tsaesci:
Unlike their cousins, the Tsaesci are not respected by the world at large, they are, instead, viewed with paranoia and fear by most. In apperance they more closely resemble humans than the Akaviri, possessing legs instead of a snakes body. However, they are natural vampires, and will drain the blood from their opponents in battle, and indeed, entire towns in New Veruna have been ravaged by them.
Pop: 5,500,000
Kolos:
(The residents of Kolos are an offshoot of the Human sub-species of Elves. They are somewhat similar in appearance to the Keldons, but lack the height and muscular build of the Tamreillic warriors, and are not warriors by profession. Most Kolosians are farmers by choice, and warriors by need, due to the raids from Kamal.)
Pop: 560,000
Kamal:
The 'Frozen Hell', land of Demons. It is said that Kamal was the chosen homeland of the Fryhtan after their defeat at the Portal, and that the demons are their descendants.
Every winter plummeting temperatures send these beings south into Kolos, where they wreack havok. Several expiditions have been sent by Aramon, Veruna and Cyrodil at the request of Kolos to wipe the demons out, none with any succcess. It is also said that Taros has made diplomatic contact with the Kamal demons, but there is no confirmation of this
Pop: 440,000
History:
Timeline:
First Era:
1E 1 - Theoretically the date of the emergence of the first truely civilized people.
1E 152 - First known city founded, known only as 'Krull'. Later records show it as having a population of 2-5 thosand, during this period. Its first leader was called 'Ashur the Godhand', and was rumoured to slay men with a glance and have twenty lives.
1E 170 - The Mage known as Thurundus writes his Records, which to this day are used as a basic textbook for magic throughout the world. Also one of the first known examples of a written language, presumably this evolved as a method to control magic, since written words are an effective means of enchantment.
1E 440 - First signs of the Link begin to appear. Reports of Fryhtan beings recorded, several cities razed.
1e 462 - A small Fryhtan horde attacks Krull, but is fended off by the cities defences. Records show that this sent the city into a panic and the number of arms began to increase vastly.
1E 476 - The Link occures, start of the Fryhtan Wars.
1E 477 - Massive magical warfare, various lakes formed, the Great Chain (Summerset Isles), Kaiburns Channel, etc. formed.
1E 478 - Nearly victiorious, the Fryhtan lay siege to Krull, but are drivin back by an unnamed general (now worshipped as the god Mol Mogad by the Orcs and Sythiarian by the High Elves and Dunmer).
1E 479-3,500 - The main battles of the Fryhtan Wars, hundreds of thosands of Elves and Sload killed. Other races wiped out.
1E 3,500-4,010 - Final battles of the Fryhtan Wars, the Great Portal closed via magical means, wiping out the armies surrounding it and killing the mage responsible, who was named "Gilgamesh" in later years. He is worshipped as a god in many places to this date. This event led to the formation of the present day Ashlands.
Great Portal disasembled. Stones scattered across the world. Magic proved innefective against them, and they could not be destroyed via conventional means.
1E 4,013 - Establishment of the First Empire, Rebuilding of civilization, persecution of mages. Magic banned in many places.
Second Era
2E 1 - First tensions between the Elves and Sload, mostly over the practice of Necormancy. Present day Dwarflands occupied by Imperial forces.
2E 220 - First refrences to 'Aylieds' in literature.
2E 366 - Aylied Empire established, controlling southern Khymer and Tol Mercridia.
2E 401 - Aylied and First Empires clash on the issue of control of southern Khymer and naval access through Kaiburn's Channel.
2E 500 - First refrences to 'Men' in Tamriel.
2E 512 - Human revolts against the First Empire sound the start of its decline.
2E 527 - Aylied Empire strikes the death blow of the First Empire when it signs a pact of non-aggression with the Sload, also the start of Sload isolationism.
2E 530 - Aylied Empire siezes Khymer.
2E 532 - First Empire's Emperor begins to pay tribute to the Aylied Empire.
2E 534 - Aylied Empire begins to enslave other species on a large scale.
2E 536 - First major slave revolts in the Aylied Empire
2E 650 - Aylied records report Dragons raiding cities in the south.
2E 1,200 - First record of the disection and scientific analysis of a Dragon by the Aylied Empire, with the assistance of scientists from the First Empire. Used as a biological text to this day.
2E 1,500 - All pretence of friendship is dropped and the Aylied Empire opens a full scale war against the First Empire. Begining of the First Kin War.
2E 1,500-1,752 - The First Kin War, while superior in quality, the First Empire did not have the numbers to stop the Aylied advances, and the Aylieds possessed powerful magics.
2E 1753 - End of the First Kin War, First Empire increases tribute to the Aylieds and cedes the modern Dwarf Lands to them.
2E 1,950 - Second Kin War, Aylieds begin a drive on the city of Krull.
2E 2,005 - Sack of Krull, end of Second Kin War, end of the First Empire. Old Elven Race wiped out. City of Krull stripped, razed, and scattered. Most records in the city were destroyed.
Third Era
3E 1 - Aylieds establish their new capitol in present day Ankh-Morpork.
3E 5 - 207 - Reign of the only known named Aylied King, Phythius the Builder, who constructed many of the present day Aylied cities and structures seen across the land, used a distinctive white stone whose origin is not known.
3E 207 - Phythius is assassinated, decline of Aylied Empire begins.
3E 207-231 - Great Slave Wars, Human and Elven slaves unite and besiege several Aylied cities, sacking two and slaying all within. The slave revolt was put down by the Aylied army in bloody fashion. Keldon legend holds that over one million slaves were killed in the Kher Ridges region, giving the soil its distinctive colour.
3E 231-236 - Slave Purges by the Aylied Empire, many slaves suspected of harbouring 'rebellious sentiments' killed.
3E 421 - Second Slave Wars, the much weakened Aylied Army cannot hold back the Human forces from Cyrodil, and the Cyrodillic Empire is formed.
3E 426 - First War of Imperial Conquest, led by Emperor Pelagius the Mad, Cyrodillic forces take a large portion of the western Aylied Empire and lay siege to the Aylied capitol.
3E 426-470 - The Siege of Alylisia, using its vast stores and internal farms, the Aylied capitol holds out for many years, until its final sacking by Imperial forces.
3E 471 - Aylied government (re-located to its homeland of Tol Mercridia) begins pleading for a ceacefire. Neither the Imperial Cyrodillic forces nor the allied Elven forces listen.
3E 478 - General Kaiburn crossess the channel to Tol Mercridia with a force of over ten thosand Imperials and allied Elves, thus giving the channel its name.
3E 478-490 - The Island War, Aylied Empire crushed by Imperial forces. Many Aylied nobles serve the Cyrodillic Empire though, and much Aylied culture is preserved, including the spoken form of their language, sadly their writing is lost to history, and only translated Imperial records are of any use.
Fourth Era
4E 11 - First of the 'Bad' Emperors, Pelagius II, 'The Inbred'. Known for his tendancy to giggle and for having eighteen toes but only able to count to six.
4E 12 - Pelagius II assassinated.
4E 12 - Julianos I takes the throne, declares war on the formerly allied Elves and annexes much of their land. Procedes to make his pet swamp dragon govonor of the conqoured provinces.
4E 16 - Julianos I assassinated.
4E 16 - Emperor Tiberius I 'The Boring' takes the throne, is hit on the head by falling masonry during the coronation and falls into a coma. Reigns for twenty years without ever moving of his own accord.
4E 36 - Tiberius I abdicates via Medium. Emperor Pelagius III crowned.
4E 37 - Pelagius III 'The Tree' declares himself to be a tree and commands his scientists to develope an improved frog. Pelagius III was very popular with his subjects and, to this day, is well beloved.
4E 63 - Pelagius III dies of rootrot, while attempting to prove that he was a tree by having a palace doctor take a core sample of his heart to show how many rings he had.
4E 63 - First refrences to Dwarves and Orcs made.
4E 63 - Alexander I, the Ephebian, takes the throne. As a Democrat, Alexander abolishes all Imperial power, only to have it voted back in. After six years of this Alexander abdicates.
4E 69 - Emperor Augustus Pelagius Tiberius Alexander Julianos takes the throne, claiming to be possessed by the spirits of these Emperors he rules well for one year and badly for twenty more.
4E 69 - Keldons first mentioned, small Keldon nation established in Southern Keld. Most Keldons work as mercenaries for the Cyrodillic Empire.
4E 72 - First mention of the 'Cyrstal Tower' of Summerset, which is, even today, the greatest college of magic in the world.
4E 90-550 - A string of Emperors ranging from 'average' to 'raving lunatic', none of which were as intersting as the above.
4E 550 - The assassination of Screaming Emperor Scapula, Emperor Tiber Septim I takes the throne and, upon seeing the state of his Empire, makes several policy changes, including the re-arming of his army with less delicious but more effecient steel weapons, reversing the military reforms of Emperor Scapula.
4E 551-560 - First campaign against the states of present day Aramon and Veruna, Emperor Septim's astonishing military success leads to a number of states surrendering as soon as the army arives on the border.
4E 561-565 - Elven Campaigns, a series of minor successess against the Chimer and Altmer, few gains though.
4E 567 - Prince Lokken attempts to assassinate Remen IV, the heir to the throne, at a public ceremony. Lokken is banished to the Ashlands frontier.
4E 579 - Lokken declares himself Emperor of Taros, start of the War of Ash. Undead armies pass into Cyrodillic Empire and clash with reformed Imperial forces.
4E 580-670 - War of Ash, Lokken uses biological warfare to 'convert' whole regions to his cause. Also begins raids into Yokuda. Results in the Tarosian Wall being built by Yokuda.
4E 655 - Akaviri traders arrive in Aramon, met with Imperial request for assistance.
4E 656 - First Akaviri soldiers arrive.
4E 657 - Akaviri regiments arrive at the front, prove to be very effective.
4E 660 - Taros beaten back to their original territory. Imperial and Akaviri armies push into the Ashlands, but are, in turn, beaten back.
4E 669 - Taros agrees to diplomatic contact for the first time. Emperors Tiaros and Lokken meet, and peace is arranged.
4E 670 - War of Ash ends on the Cyrodillic Front. No peace is ever arranged with Yokuda, establishing the War of Ash as the longest ongoing war ever.
4E 671-1,250 - The "Great Peace", a period of average Emperors for the Cyrodillic Empire, many technological and Magical advancements are made, the 'Pax Cyrodil'.
4E 1,251 - First grumblings in Veruna and Aramon.
4E 1,256 - Revolt of the Shipbuilders, Verunan sailors go on strike against the Cyrodillic Emperor, claiming a right to citizenship, the Emperor fails to respond and the shipbuilding strike turns into a revolt. The main source of Imperial power-projection vanishes.
4E 1,258 - On receiving word of the Verunan success, the provinces of Aramon revolt, presenting a united front to the Imperials.
Fifth Era
5E 12 - Keldon Revolt, Keld siezes Myr and the Kher ridges.
5E 16 - Khymer Wars, seeking desperatly to hold its southern flank, Cyrodil engages in a series of wars with Khymer rebels. Mostly a string of Imperial defeats in the jungles of the area.
5E 16 - In response to heavy taxation and a weakened Imperial presence, the Circle Sea states revolt.
5E 18 - In response to the Imperial response to the Cirlce Sea revolts, the Klatchian Coast nation of Ephebe revolts.
5E 21 - The Krals organize and begin cavalry raids against Imperial colums and bases. Cyrodil is forced to evacuate Kraljevic in order to maintain its defences against the Kelds.
5E 33 - The 'Great Reconquest', Emperor Uriel Septim VIII mounts a series of campaigns to retake the Circle Sea.
5E 45 - 'Reconquest' ends, little land is taken, but the Circle Sea states pay a small sum for peace, putting much needed capitol into the Empire.
5E 53 - Empire signs documents which formally acknowledge the Circle Sea states as seperate entities from itself. The Circle Sea states, in return, agree to invest into various Imperial buisnesses and the Empire itself.
5E 59 - Last Tamreillic War, rather dissapointing war where two Imperial legions got lost in the Parmic Swamp of Keld. No actual combat between Keldon forcces and Imperial forces, but the Imperials suffer over a thosand casualties.
5E 64 - Resigned to the current situation, the Empire agrees to diplomatically acknolwedge the various Tameriellic States, as well as Khymer and the Klatchian Coastal nations.
5E 80 - The Golden Pavilion, as recorded by Verunan and Aramonian diplomats, a meeting where, by monetary intimindation, the Cyrodillic Empire attempts to get Tamreillic States to sign into an alliance. The meeting fails and leaves the Empire heavily indebtted to Ankh-Morpork and Psuedopolis.
5E 128 - Last of the debt for the Golden Pavilion is paid off.
5E 155 - First Orc War, unknown precisely who initiated hostilities, but the Empire and Orcish forces engaged in a series of border clashes. The Orcs suffered heavy losses, until the introduction of new 'Orcish armour', produced based on a combination of Imperial, Akaviri and Dwarfish designs. Regarded highly even by Imperial troops to this day.
5E 167 - Orc War ends, first official boundary set. First diplomatic contact with an Orcish city.
5E 220 - The Imperial Mages Guild established, opens colleges in Veruna and Aramon.
5E 250 - The Mage Revolts of Argive. A disagreement over the practice and study of magic results in Argive declaring independance and taking many of Aramon's Mages. Argive wins its independance and a treaty of non-aggression with Aramon.
5E 267 - As a result of the Argivian revolt and maltreatment by Aramonian Mages, the Artificers of Yotia declare independance. Using a clockwork army they drive back the Mages and army of Aramon.
5E 270 - First Tsortian War between Klatch and Tsort. With assistance from Cyrodil Klatch was drivin back.
5E 320 - Second Orc War, a minor clan raid by the Orcs turns into a full scale bloodbath, border disputes last to this day.
5E 322 - Third Kin War, the Elves of Summerset mount a campaign to re-integrate Sin'Dorei into their Empire, resulting in heavy casualties for both sides. Diplomatic preassure from Vallenwood and Morrowind forces the Alter to sign a peace deal though. Both sides suffer heavily.
5E 356 - First Tarosian raids into surrounding states in many years. Diplomats sent to Taros do not return.
5E 366 - Last diplomats sent to Taros, bearing declarations of war. These return as undead who crucify themselves on the gates of the cities of the senders.
5E 380 - Emperor Lokken of Taros takes part in the razing of several towns in the northern areas of the states bordering Taros.
5E 392 - New Veruna founded, the War of a Thosand Snakes with the Tsaesci, still ongoing.
5E 400 - End of Fifth Era with the introduction of effecient gunpowder weapons by Ephebe.
Sixth Era
6E 1 - Aramon wastes no time in its first Klatchian War. Klatchian short-bows make short work of Aramonian knights.
6E 5 - End of First Isthmus War.
6E 12 - Akavir refuses to assist Veruna against the Tsaesci, speculation as to the relation of the two.
Basically I've got a map and a basic description of the various countries therein, resulting in a world which, while not 'balanced' is somewhat in line with reality in terms of having a power structure, history and so forth. While you'll have to stick to the basic outline, this is only a few sentences and a population, past that youre free to do what you want with your claim, provided it isnt TOO wanky.
The only required 'stats' will be populations.
I dislike the 'you have 10 points to spend in 8 catagories' method of RPing. While I fully respect that some people like it, and it does reduce argueing, I cant stand it myself.
There will be magic. There will be dragons. There will be amusing little green men with knives. There will be, in fact, just about anything you could possibly want in terms of a fantasy nation. All smoothly (*snork*) integrated into a lovingly crafted MSpaint world.
Claims list:
Dontgonearthere :: Veruna (Factbook: http://forums.jolt.co.uk/showthread.php?t=540077)
Fae Folk :: Caelus
Orbath :: Ritona (http://forums.jolt.co.uk/showthread.php?p=13121727#post13121727)
Angaor :: Yokuda (Factbook: http://forums.jolt.co.uk/showthread.php?t=540052)
Thrasia :: Morrowind (Factbook: http://forums.jolt.co.uk/showthread.php?p=13111755#post13111755)
waldenburg 2 :: Omnia (Factbook: http://forums.jolt.co.uk/showthread.php?p=13110685#post13110685)
Drekon :: Aramon (Factbook: http://forums.jolt.co.uk/showthread.php?p=13112782#post13112782)
Weccanfeld :: Dragonfell (Factbook: http://forums.jolt.co.uk/showthread.php?p=13123798#post13123798)
Telros ::Taros
http://img251.imageshack.us/img251/8008/darienmapqc3.png
Tamriel (Europe):
Veruna:
One of the first Tamriellic nations to declare its independance. Veruna is a naval power with a modest army and a strong trade network. They produce the best and most advanced ships in the world.
Pop: 18,000,000
Tamriellic Goblin Tribes:
How they came to Tamriel is unknown, as few Goblins can be persueded to travel via sea, but the Tamriellic Goblin Tribes are generally regarded as more 'civilized' than their Western kin. Their metalwork is valued highly throughout the former Cyrodillic Empire, and they oftne serve as mercenaries.
Pop: 17,000,000
Aramon:
Aramon is well known for its heavy troops, both cavalry and infantry. Using a combination of Orcish and Cyrodillic armor styles, their troops have defeated numerous opponents. They also have a modest navy, although their ships are not as advanced as Veruna's.
Pop: 8,000,000
Yotia:
Less a nation and more of a merchant oligarchy, Yotia will trade with just about anybody. Its main export is artifice, semi-magical objects of greater or lesser power, as well as 'clockwork soldiers', which also defend the nation when its elite mercenary corps is busy elsewhere.
Pop: 550,000
Argive:
Similar to Yotia, yet the two nations maintain a strong 'competitive spirit'. Where the Yotians occasionally apply magic in an effort to better their artifice, the Argivians believe in wizardry above all.
Pop: 420,000
East Aramon:
A 'dominion' of Aramon, split off due to religious differences. Roughly the same as Aramon, East Aramon practices a moderate derivative of Omniaism, a monothiestic faith which the Cyrodillic Empire previous tried to stamp out when the Empire reached to the Omnian homeland.
Pop: 250,000
Kralijevic:
Home of the Horse People, the Kral are renowned for two things, their horsemanship and their short tempers. Although allied with Veruna and Cyrodil against Taros, the Kral are fiercly independant and only tolerate diplomats grudgingly. Their heavy horsemen rival Aramons and their horse archers, light horse and famed 'winged hussars' are all superior to virtually every other cavalry force.
Pop: 2,200,000
Keld:
What do you get when you combine a Spartan, a Scott and a rhinoceros? In Tamriel, the answer is a Keldon. The seven foot tall grey-skinned people are, quite simply, the best warriors in the world. With an in-built resistance to magic, a warrior culture and excellent metalworkers, the Keldons are the most employed mercenaries in the world. They are also slavers, using 'imported labor' to maintain their economy while the entire male population is off fighting.
Pop: 400,000 Kelons, 3,000,000 slaves.
Cyrodil:
The center of the Civilized World. The Cyrodillic Empire isnt as powerful as it once was, but is still a formidable regional power. Its legions are still respected and the Emperor holds political sway in virtually every part of the old Cyrodillic Empire. Its navy is chiefly composed of galleys though, which make it unsuitable for open-ocean operations, but its grip on the Long Sea is strong and piracy in those waters is virtually non-existant.
Pop: 12,000,000
Taros:
Taros covers the area known as the 'Ashlands', mostly because the whole area is a blasted wasteland. The army is mostly composed of undead and the few living citizens or slaves. Frequent raids on neighbors are employed to bring in 'converts' for the army or slave labor. Mages of the more necromantic sort tend to gravitate towards Taros. The area is inhabited by numerous demons, wraiths and undead unpleasantness.
Pop: Varies, between 2-6 million (mostly dead)
Omnia:
Militant evangelists of the crusading sort. Omnians in general are normal people, but the Quisition which runs the state is of the opinion that anybody who isnt an Omnian is in need of firey purging. The army relies on faith, fervor and the threat of horrible tourture to make up for its lack of equipment and training. They frequently cross the Djel river to attack their favorite target, Ephebe. Recently the entire Omnian navy was destroyed by the defences of the city of Ephebe.
Pop: 1,500,000
Sto Lat, Quirm, Ankh Morpork, Tol Fier, Borderwatch
The roiling political mess typically simply refered to as the Circle Sea States. The various city-states are typically centered around a single city, with constant trading of land in order to gain political power via marriage, purchase, theft, war and every other means avalible. While apparently militarily weak, when threatened it is not uncommon for the entire population of the city-state to rise up against potential invaders. While strong, these entities are essentially mobs and are not easy to contorl, nor are they often willing to leave their city.
Ankh-Morpork is traditionally the most powerful, due to its control of the strategic River Ankh, the Circle Sea's link to the outside world, which often means all the other city-states are aligned against it.
Pop: Varies. The main cities tend to be about 500,000 people.
The Skald:
One of the few native Ashland tribes to remain free of Taros, by the simple expedient of being too stubborn to die. The Skald are notoriously distrustful of pretty much everybody, and are masters of guerilla warfare and not being seen.
Pop: 25,000
Bonk, Sturmvald:
Similar to the Cirlce Sea States to the south, Bonk and Sturmvald are both former parts of the Tarosian and Yokudan Empires. As former subject states they have a strong dislike of both nations, and hence a fierce desire to maintain independance. Both nations employ heavily armed, fast troops in their armies, using minimal armor.
Pop: 650,000 each
Uberwald:
The Great Forest, the Enigma Wrapped in a Mystery Inside a Puzzle. Uberwald is lots of things, its population is composed of mad scientists, werewolves, vampires, and other mythical beasts. It is not technically a nation, but a composite of various baronies, duchies and other fiefdoms. Its 'army' as such is mostly composed of city militias which are well armed, for the most part, but not the best trained. The vampires and werewolves obviously make no distinction between military and non-military. They usually just eat anybody that bothers them too much.
Parts of Uberwald are also famous for being so thick with isolated cliff-side casltes that the local scientists have been forced to start using addresses.
Pop: 3,500,000
Zlobnia and Borogravia:
Nations which once were part of Uberwald in the heyday of that nations power. However, having no desire to be eaten by werewolves and vampires, these nations split off, killed off the werewolves and vampires, and set about having religious quarrals for the next 1,000 years. Presently Borogravia is engaged in a holy crusade against Zlobnia because the King of Zlobnia wore blue to his coronation ceremony, blue having been declared an abomination by the God of Borogravia, Nuggin.
Pop: 750,000 each
Aetherius (Asia)
Krishanpur:
A wealthy nation which profits greatly from trade. While their economic assets are not as great as Veruna, it is rumored that their treasury is even larger, as it has been built up over the millenia by wise (and frugal) rulers. Presently its wealth comes from facilitating trade between the Dwarven nations and Tamriel. Its army is famous for its use of elephants and various other 'unconventional' animals to support its troops.
Pop: 5,000,000
Arjuna:
Arjuna is a strongly agricultural nation, which supplys food to many of its neighbors. Recently Arjuna has been the subject of Aramonian diplomatic advances and it has some of the citzens worried. Its army is mostly infantry, who specialize in warfare amoung the nations many rice paddies and swamps.
Pop: 8,000,000
Orsimier:
Home of the numerous and diverse Orc tribes, ranging from the scrawny and Goblin-like Gretchin to the six-foot-tall near-human High Orcs. This nation is famed for its armor, which is perhaps second only to the finest Dwarf-made stuff. Orc smiths are prized everywhere and highly skilled in their craft. The army is composed of what one might call 'professional militias' from local villages/cities and its famous for its heavy infantry. Most Orcs do not employ cavalry, but Gretchin and other small breeds are known to ride wolves when it suits them.
Pop: 800,000
Blackrock:
Land siezed by the Dwarves in an ancient war against the Orcs, Blackrock Citadel is amoung the holiest sites in Dwarfdom (and Orcdom, for that matter). The dwarves of this land are strong, short, wide and mean. Their prefered weapon is tha axe, and they almost constantly wear some sort of armor, even while sleeping. They are often engaged in border wars with Orsimier.
Pop: 250,000
Kel Khazad:
The theoretical leader of the Dwarven nations and home of the Low King. While his direct political power is on the downturn, the Low King still maintains his hold over Dwarf Law, and those who violate those rules risk being declared Not Dwarves, which is even worse than being an Orc. The Low King is elected to a life term by a vote of the leaders of each of the Dwarven Nations. Kel Khazad's army is made up of voluntiers from many Dwarven nations and the duty is considered amoung the highest honours a Dwarf can recieve. Its population is composed of a roughly even mix of the various Dwarven strains.
Pop: 350,000
Belegost:
The 'clever dwarves', whos pride is in invention and artifice, rivaling that of Yotia. They employ, with great success, steam and black powder and the various fruits of modernization. While not as strong or skilled in battle as their cousins in Blackrock, they are generally friendlier and less inclined to chop strangers off at the knees for looking at them funny. Belegost recently lost a significant chunk of territory in a war with Aramon, and many Dwarves are understandably upset with that nation.
Pop: 375,000
The Various Goblin tribes:
A sort of amalgamation of highly independant tribes of Goblins possessing little in the way of government and almost constantly in the process of raiding their neighbors, each other, or being paid to raid their neighbors neighbors.
Pop: 22,000,000
Yokuda:
The most populous human nation on the planet, and one of the strongest. While isolationist by nature, Yokuda has a strong and diverse army easily on par with the Cyrodillic Empire's forces at their prime. It maintains a small amount of trade for the few goods it needs to import. No diplomatic contact has been made, however, in many years. Yokuda is ruled by a long-standing dynasty of Emperors who have obtained near-godlike powers over the centuries.
The entire empire is surrounded by a magically reinforced wall some thirty feet high, except at a few key ports where trade is permitted.
Pop: 32,000,000
Elsweyr:
Yokuda's main rival for colonial expansion in Aetherius and home of the Khajit. Like the Orcs, there are many breeds of Khajit, ranging from almost-human to walking-cat. The nations is famous for its thieves and assassins. Its armies reflect this with their strong emphasis on asymetric warfare and stealth over direct conflict, when possible.
Pop: 4,500,000
Tang-Mo and Po'Tun Tribes:
The 'ape-men' of Aetherius, the Tang-Mo are more peaceful, prefering to use diplomacy to sort out their problems, while the Po'Tun have recently begun using violence to drive outsiders from their lands. Both tribes are frequently the target of slavers of many races, being considered by many as 'inferior' to other forms of life.
Pop: 6,000,000 ea.
Farshore:
A former colony of the ancient Aylied Empire, the Farshore Elves are widely regarded as primitives, but their ability to blend into their environment by a combination of biological skin-color changes and 'primitive' shamanism. Despite what more civilized nations opine, these magics are highly effective and, when combined with the natural skill of the Farshore Elves in woodcraft, can devastate any invading force.
Pop: 550,000
Black Marsh and SouthMarsh:
The Argonians, or lizard men, dwell here. They are typically isolationist, but will trade with most races for various medicens which come from the swamps. SouthMarsh is far more 'civilized' and organized than the Black Marsh. Invasions of the area are almost always drivin back, not by the Argonians, but by native wildlife and disease, which the Argonians seem immune to.
Pop: 1,625,000
Summerset:
Possibly the most arrogant people in the world are the Altmer High Elves. They consider themselves superior to every other form of life. Their arrogance is, perhps, justified. Their skill in magic is amazing, and almost %80 of the population is capable of using magic to some extent. As such, their armies are heavily mage-based.
Pop: 720,000
The Coral Kingdom:
The Sload are, perhaps, the most despised race on Darien. The combination of their sluglike appearance with their love of necromancy have earned them the ire of many other nations. Sloads have no known lifespan, but continue to grow until they are killed. Older Sload are unable to move out of water without magical assistance. The Coral Kingdom's geography is unique, as it constantly shifts, the nations various swamps and coral islands constantly moving and changing.
Pop: 75,000
Sin'Dorei:
Also called the 'Blood Elves', these are exiles from the Summerset Isles, originally murderers, oathbreakers and other criminals, gradually they organized a society. The name 'Blood Elves' comes from the magical tatooes they are born with, a curse by the High Elves upon the exiles to ensure that they and their descendants could be easily identified and properly shunned.
The Sin'Dorei are one of the most friendly Elven races to Humans and Dwarves.
Pop: 450,000
Klatch (Afica)
Tsort:
A desert society whose main income comes from facilitating trade between Morrowind and its northern neighbors. Tsort is almost constantly at war with Ephebe. Tsort is famous for its use of elephants and large wooden animals in warfare. They dont have a navy, becaue Ephebe sinks any ships they launch.
Pop: 2,500,000
Djelibeybi:
Formerly isolationst, it recently opened its borders as a 'free port', allowing anybody who wants to trade there, including pirates, privateers and smugglers. With the death of Djelibeybi's last ruler the previously heavily entrenched aristocracy was overthrown and the nations many pyramids partially wrecked. The name translates as 'Child of the Djel', the name of the river that runs the length of the nation.
Pop: 850,000
Epebe:
Ephebe is the intellectual capital of the world, housing the larger number of inventors, philosphers, thinkers, strategists and generally smart people than any other nation. Has a large and boisterous pantheon of gods, despite most of its population being athiest (Not vocally, of course. Saying youre an athiest out loud in Ephebe is equivalent to standing on top of a flagpole wearing a suit of plate armor holding a copper pole in the middle of a hurricane.) It is also Darien's single functioning democracy, which explains why its government gets so little done.
POp: 1,200,000
Klatch:
The Klatchian Empire is Aramon's rival for control of the Isthmus. Made up of many tribes and races, Klatch constantly struggles to keep itself together. Its horse archers are some of the best in the world and their famous compound bows are highly prized by archers everywhere. Klatch's proximity to and good relations with Ephebe give it access to much technology.
Pop: 5,500,000
Vallenwood:
Home of the Bosmer, or Wood Elves, Vallenwood can be dangerous to even the most experienced explorer. At first sight, it is a pleasant forest of large, friendly trees. Until you encounter the Bosmer. Many of the Wood Elves are religiously cannibalistic, and all of them, as part of a sacred pact with the Forest God, will not use any product taken from the a living part of the forest (EX: Animal hides, timber, etc.). They are excellent archers and practitioners of shamanistic magic.
Pop: 950,000
Morrowind:
The land of the Dark Elves. Control of Morrowind is split between three virtually independant 'Great Houses', Redoran, Hlaalu and Telvanni. There are other houses as well, and a king, but they do not exercize the same control as the Great Houses. The armies of the houses are very strong though, and invaders are in for a tough time. Dark Elves are extremly xenophobic, only barely tolerating trade with the world.
Pop: 3,200,000
Ritona:
A colony of humans with a strong warrior culture, apparently influenced by Akavir. They are famed for their skill with the sword and bow, and, although lacking in a deep-water navy, their short-range boats are quite formidable, including, in recent years, strange iron-plated contraptions refered to as 'turtle ships'.
Pop: 2,400,000
Pyandonea (South America)
Zhon:
More of a region than a nation, Zhon exists to fill one of those emberassing blank spaces on the map. The area consists of various beast men, Elven varients, men, ogres, and whatever else wanders into the area and can survive the other deniziens. Considered by most as an uninhabitable waste, the Kingdom of Veruna has recently taken it upon itself to bring civilization to the area, and has met a suprising amount of opposition from various tribes there, especially from a wizard claiming to be a 'snake god'.
Those few 'cities' in the area are home to many experts in the arts of summoning and taming beasts.
Pop: 850,000 (depending on your definition of 'population)
Damarask:
Little better than Zhon, Damarask is even more sparsly inhabited. The swamp is a veritable spawning pool for disease. It is home to a number of necromancers and others who do not wish to have their work observed, but are not associated with Taros. It is, in theory, ruled by a Duke from Veruna, but this has little practical effect away from the coast where Verunan marines can quickly respond to attacks.
Pop: 2,200,000
Dragonfell:
Perhaps even more mysterious to the Tamriellic mind than Yokuda, Dragonfell is home to the last remaining sentient dragons in Darien. The government is very isolationist and xenophobic, and most who venture past the designated port areas tend to vanish. The dragons share the land with a species of 'Draconians' rumoured to be crossbreeds of Dragons and humans, these make up the majority of the population.
Pop: 150,000
T'ien C'hi:
Beleived to be the descendants of an ancient Yokudan colony established thousands of years ago, T'ien C'hi is a warrior society heavily influenced by a mixing of Akaviri and Yokudan cultures. Once a province of Akavir, the T'ien C'hi gained their independance at roughly the same time as the various Cyrodillic states via force of arms and the generalship of a mysterious 'Heavenly General', now worshipped as a god.
Pop: 5,500,000
Ke Pa'kun:
Perhaps developed in a manner similar to T'ien C'hi, the Ke Pa'kun (which translates as 'Tiger-dragon land') is the realm of a race related to the Khajit of Elseweyr. Their proximity to Dragonfell has led to some profitable relations between the two, and many of the Ke Pa'kun seek to become dragons one way or another. Few have succeded.
Pop: 2,300,000
Dwemer:
An ancient land, which some theorize is the homeland of the Elves. The Dwemer themselves more closely resemble the Dunmer dark elves of Morrowind, save that they can grow facial hair, a trait lacking amoung most other Elven varients. The Dwemer are masters of artifice and science, constantly seeking betterment via devices and experimentations. They are very few in number, however, but make up for it with 'robots' similar to Yokuda's clockwork men.
Pop: 25,000
S'thiss:
Totaly unrelated to the Argonians, the S'thiss are more at home in a volcano than a swamp. They are masters of fire-related magics and decent smiths. While lacking in governmental coordination, there are a few dragons allied to their government, giving them exceptional military strength in the region.
Pop: 350,000
Caelus:
A mountanous region, home of the strange, winged men of Caelus. The Caelus seem to be related to men, but little is known of how they came to evolve wings and the ability to fly. Most theorize that it was some ancient magic, or that the Aylied Elves created them to serve as long distance messengers. Whatever their origins, they are skilled mages for the most part, using magic to enhance their flying ability as well as in combat.
Pop: 220,000
Atmora (North America)
Blood Moon, Five Sparks, Three Feathers and the Flarg:
A group of loosely associated tribes each forming a 'clan' on the basis of the ancient strategy of 'if theres more of us than them then we win, right?', the Goblin tribes will typically attack just about anybody on sight if they have superior numbers, if theyre heavily outnumbered, if theyre cornered or if they just feel like it. Goblins are easily the most prolific species on the planet and combat losses are quickly replaced.
Pop: 30,000,000 ea.
Akavir:
Akavir is one of the great powers of the world, its people are renowned for their weapons crafting, intelligence, philosophy and art. An Akaviri is born into a caste, and dedicates his life to whatever work he is givin. The warriors of the Akaviri are, perhaps next to the Kedlons, the finest in the world. The Akaviri armies possess no cavalry, because the physiology of the snake-men makes it impossible ofr them to ride anything into battle.
Pop: 7,650,000
Tsaesci:
Unlike their cousins, the Tsaesci are not respected by the world at large, they are, instead, viewed with paranoia and fear by most. In apperance they more closely resemble humans than the Akaviri, possessing legs instead of a snakes body. However, they are natural vampires, and will drain the blood from their opponents in battle, and indeed, entire towns in New Veruna have been ravaged by them.
Pop: 5,500,000
Kolos:
(The residents of Kolos are an offshoot of the Human sub-species of Elves. They are somewhat similar in appearance to the Keldons, but lack the height and muscular build of the Tamreillic warriors, and are not warriors by profession. Most Kolosians are farmers by choice, and warriors by need, due to the raids from Kamal.)
Pop: 560,000
Kamal:
The 'Frozen Hell', land of Demons. It is said that Kamal was the chosen homeland of the Fryhtan after their defeat at the Portal, and that the demons are their descendants.
Every winter plummeting temperatures send these beings south into Kolos, where they wreack havok. Several expiditions have been sent by Aramon, Veruna and Cyrodil at the request of Kolos to wipe the demons out, none with any succcess. It is also said that Taros has made diplomatic contact with the Kamal demons, but there is no confirmation of this
Pop: 440,000
History:
Timeline:
First Era:
1E 1 - Theoretically the date of the emergence of the first truely civilized people.
1E 152 - First known city founded, known only as 'Krull'. Later records show it as having a population of 2-5 thosand, during this period. Its first leader was called 'Ashur the Godhand', and was rumoured to slay men with a glance and have twenty lives.
1E 170 - The Mage known as Thurundus writes his Records, which to this day are used as a basic textbook for magic throughout the world. Also one of the first known examples of a written language, presumably this evolved as a method to control magic, since written words are an effective means of enchantment.
1E 440 - First signs of the Link begin to appear. Reports of Fryhtan beings recorded, several cities razed.
1e 462 - A small Fryhtan horde attacks Krull, but is fended off by the cities defences. Records show that this sent the city into a panic and the number of arms began to increase vastly.
1E 476 - The Link occures, start of the Fryhtan Wars.
1E 477 - Massive magical warfare, various lakes formed, the Great Chain (Summerset Isles), Kaiburns Channel, etc. formed.
1E 478 - Nearly victiorious, the Fryhtan lay siege to Krull, but are drivin back by an unnamed general (now worshipped as the god Mol Mogad by the Orcs and Sythiarian by the High Elves and Dunmer).
1E 479-3,500 - The main battles of the Fryhtan Wars, hundreds of thosands of Elves and Sload killed. Other races wiped out.
1E 3,500-4,010 - Final battles of the Fryhtan Wars, the Great Portal closed via magical means, wiping out the armies surrounding it and killing the mage responsible, who was named "Gilgamesh" in later years. He is worshipped as a god in many places to this date. This event led to the formation of the present day Ashlands.
Great Portal disasembled. Stones scattered across the world. Magic proved innefective against them, and they could not be destroyed via conventional means.
1E 4,013 - Establishment of the First Empire, Rebuilding of civilization, persecution of mages. Magic banned in many places.
Second Era
2E 1 - First tensions between the Elves and Sload, mostly over the practice of Necormancy. Present day Dwarflands occupied by Imperial forces.
2E 220 - First refrences to 'Aylieds' in literature.
2E 366 - Aylied Empire established, controlling southern Khymer and Tol Mercridia.
2E 401 - Aylied and First Empires clash on the issue of control of southern Khymer and naval access through Kaiburn's Channel.
2E 500 - First refrences to 'Men' in Tamriel.
2E 512 - Human revolts against the First Empire sound the start of its decline.
2E 527 - Aylied Empire strikes the death blow of the First Empire when it signs a pact of non-aggression with the Sload, also the start of Sload isolationism.
2E 530 - Aylied Empire siezes Khymer.
2E 532 - First Empire's Emperor begins to pay tribute to the Aylied Empire.
2E 534 - Aylied Empire begins to enslave other species on a large scale.
2E 536 - First major slave revolts in the Aylied Empire
2E 650 - Aylied records report Dragons raiding cities in the south.
2E 1,200 - First record of the disection and scientific analysis of a Dragon by the Aylied Empire, with the assistance of scientists from the First Empire. Used as a biological text to this day.
2E 1,500 - All pretence of friendship is dropped and the Aylied Empire opens a full scale war against the First Empire. Begining of the First Kin War.
2E 1,500-1,752 - The First Kin War, while superior in quality, the First Empire did not have the numbers to stop the Aylied advances, and the Aylieds possessed powerful magics.
2E 1753 - End of the First Kin War, First Empire increases tribute to the Aylieds and cedes the modern Dwarf Lands to them.
2E 1,950 - Second Kin War, Aylieds begin a drive on the city of Krull.
2E 2,005 - Sack of Krull, end of Second Kin War, end of the First Empire. Old Elven Race wiped out. City of Krull stripped, razed, and scattered. Most records in the city were destroyed.
Third Era
3E 1 - Aylieds establish their new capitol in present day Ankh-Morpork.
3E 5 - 207 - Reign of the only known named Aylied King, Phythius the Builder, who constructed many of the present day Aylied cities and structures seen across the land, used a distinctive white stone whose origin is not known.
3E 207 - Phythius is assassinated, decline of Aylied Empire begins.
3E 207-231 - Great Slave Wars, Human and Elven slaves unite and besiege several Aylied cities, sacking two and slaying all within. The slave revolt was put down by the Aylied army in bloody fashion. Keldon legend holds that over one million slaves were killed in the Kher Ridges region, giving the soil its distinctive colour.
3E 231-236 - Slave Purges by the Aylied Empire, many slaves suspected of harbouring 'rebellious sentiments' killed.
3E 421 - Second Slave Wars, the much weakened Aylied Army cannot hold back the Human forces from Cyrodil, and the Cyrodillic Empire is formed.
3E 426 - First War of Imperial Conquest, led by Emperor Pelagius the Mad, Cyrodillic forces take a large portion of the western Aylied Empire and lay siege to the Aylied capitol.
3E 426-470 - The Siege of Alylisia, using its vast stores and internal farms, the Aylied capitol holds out for many years, until its final sacking by Imperial forces.
3E 471 - Aylied government (re-located to its homeland of Tol Mercridia) begins pleading for a ceacefire. Neither the Imperial Cyrodillic forces nor the allied Elven forces listen.
3E 478 - General Kaiburn crossess the channel to Tol Mercridia with a force of over ten thosand Imperials and allied Elves, thus giving the channel its name.
3E 478-490 - The Island War, Aylied Empire crushed by Imperial forces. Many Aylied nobles serve the Cyrodillic Empire though, and much Aylied culture is preserved, including the spoken form of their language, sadly their writing is lost to history, and only translated Imperial records are of any use.
Fourth Era
4E 11 - First of the 'Bad' Emperors, Pelagius II, 'The Inbred'. Known for his tendancy to giggle and for having eighteen toes but only able to count to six.
4E 12 - Pelagius II assassinated.
4E 12 - Julianos I takes the throne, declares war on the formerly allied Elves and annexes much of their land. Procedes to make his pet swamp dragon govonor of the conqoured provinces.
4E 16 - Julianos I assassinated.
4E 16 - Emperor Tiberius I 'The Boring' takes the throne, is hit on the head by falling masonry during the coronation and falls into a coma. Reigns for twenty years without ever moving of his own accord.
4E 36 - Tiberius I abdicates via Medium. Emperor Pelagius III crowned.
4E 37 - Pelagius III 'The Tree' declares himself to be a tree and commands his scientists to develope an improved frog. Pelagius III was very popular with his subjects and, to this day, is well beloved.
4E 63 - Pelagius III dies of rootrot, while attempting to prove that he was a tree by having a palace doctor take a core sample of his heart to show how many rings he had.
4E 63 - First refrences to Dwarves and Orcs made.
4E 63 - Alexander I, the Ephebian, takes the throne. As a Democrat, Alexander abolishes all Imperial power, only to have it voted back in. After six years of this Alexander abdicates.
4E 69 - Emperor Augustus Pelagius Tiberius Alexander Julianos takes the throne, claiming to be possessed by the spirits of these Emperors he rules well for one year and badly for twenty more.
4E 69 - Keldons first mentioned, small Keldon nation established in Southern Keld. Most Keldons work as mercenaries for the Cyrodillic Empire.
4E 72 - First mention of the 'Cyrstal Tower' of Summerset, which is, even today, the greatest college of magic in the world.
4E 90-550 - A string of Emperors ranging from 'average' to 'raving lunatic', none of which were as intersting as the above.
4E 550 - The assassination of Screaming Emperor Scapula, Emperor Tiber Septim I takes the throne and, upon seeing the state of his Empire, makes several policy changes, including the re-arming of his army with less delicious but more effecient steel weapons, reversing the military reforms of Emperor Scapula.
4E 551-560 - First campaign against the states of present day Aramon and Veruna, Emperor Septim's astonishing military success leads to a number of states surrendering as soon as the army arives on the border.
4E 561-565 - Elven Campaigns, a series of minor successess against the Chimer and Altmer, few gains though.
4E 567 - Prince Lokken attempts to assassinate Remen IV, the heir to the throne, at a public ceremony. Lokken is banished to the Ashlands frontier.
4E 579 - Lokken declares himself Emperor of Taros, start of the War of Ash. Undead armies pass into Cyrodillic Empire and clash with reformed Imperial forces.
4E 580-670 - War of Ash, Lokken uses biological warfare to 'convert' whole regions to his cause. Also begins raids into Yokuda. Results in the Tarosian Wall being built by Yokuda.
4E 655 - Akaviri traders arrive in Aramon, met with Imperial request for assistance.
4E 656 - First Akaviri soldiers arrive.
4E 657 - Akaviri regiments arrive at the front, prove to be very effective.
4E 660 - Taros beaten back to their original territory. Imperial and Akaviri armies push into the Ashlands, but are, in turn, beaten back.
4E 669 - Taros agrees to diplomatic contact for the first time. Emperors Tiaros and Lokken meet, and peace is arranged.
4E 670 - War of Ash ends on the Cyrodillic Front. No peace is ever arranged with Yokuda, establishing the War of Ash as the longest ongoing war ever.
4E 671-1,250 - The "Great Peace", a period of average Emperors for the Cyrodillic Empire, many technological and Magical advancements are made, the 'Pax Cyrodil'.
4E 1,251 - First grumblings in Veruna and Aramon.
4E 1,256 - Revolt of the Shipbuilders, Verunan sailors go on strike against the Cyrodillic Emperor, claiming a right to citizenship, the Emperor fails to respond and the shipbuilding strike turns into a revolt. The main source of Imperial power-projection vanishes.
4E 1,258 - On receiving word of the Verunan success, the provinces of Aramon revolt, presenting a united front to the Imperials.
Fifth Era
5E 12 - Keldon Revolt, Keld siezes Myr and the Kher ridges.
5E 16 - Khymer Wars, seeking desperatly to hold its southern flank, Cyrodil engages in a series of wars with Khymer rebels. Mostly a string of Imperial defeats in the jungles of the area.
5E 16 - In response to heavy taxation and a weakened Imperial presence, the Circle Sea states revolt.
5E 18 - In response to the Imperial response to the Cirlce Sea revolts, the Klatchian Coast nation of Ephebe revolts.
5E 21 - The Krals organize and begin cavalry raids against Imperial colums and bases. Cyrodil is forced to evacuate Kraljevic in order to maintain its defences against the Kelds.
5E 33 - The 'Great Reconquest', Emperor Uriel Septim VIII mounts a series of campaigns to retake the Circle Sea.
5E 45 - 'Reconquest' ends, little land is taken, but the Circle Sea states pay a small sum for peace, putting much needed capitol into the Empire.
5E 53 - Empire signs documents which formally acknowledge the Circle Sea states as seperate entities from itself. The Circle Sea states, in return, agree to invest into various Imperial buisnesses and the Empire itself.
5E 59 - Last Tamreillic War, rather dissapointing war where two Imperial legions got lost in the Parmic Swamp of Keld. No actual combat between Keldon forcces and Imperial forces, but the Imperials suffer over a thosand casualties.
5E 64 - Resigned to the current situation, the Empire agrees to diplomatically acknolwedge the various Tameriellic States, as well as Khymer and the Klatchian Coastal nations.
5E 80 - The Golden Pavilion, as recorded by Verunan and Aramonian diplomats, a meeting where, by monetary intimindation, the Cyrodillic Empire attempts to get Tamreillic States to sign into an alliance. The meeting fails and leaves the Empire heavily indebtted to Ankh-Morpork and Psuedopolis.
5E 128 - Last of the debt for the Golden Pavilion is paid off.
5E 155 - First Orc War, unknown precisely who initiated hostilities, but the Empire and Orcish forces engaged in a series of border clashes. The Orcs suffered heavy losses, until the introduction of new 'Orcish armour', produced based on a combination of Imperial, Akaviri and Dwarfish designs. Regarded highly even by Imperial troops to this day.
5E 167 - Orc War ends, first official boundary set. First diplomatic contact with an Orcish city.
5E 220 - The Imperial Mages Guild established, opens colleges in Veruna and Aramon.
5E 250 - The Mage Revolts of Argive. A disagreement over the practice and study of magic results in Argive declaring independance and taking many of Aramon's Mages. Argive wins its independance and a treaty of non-aggression with Aramon.
5E 267 - As a result of the Argivian revolt and maltreatment by Aramonian Mages, the Artificers of Yotia declare independance. Using a clockwork army they drive back the Mages and army of Aramon.
5E 270 - First Tsortian War between Klatch and Tsort. With assistance from Cyrodil Klatch was drivin back.
5E 320 - Second Orc War, a minor clan raid by the Orcs turns into a full scale bloodbath, border disputes last to this day.
5E 322 - Third Kin War, the Elves of Summerset mount a campaign to re-integrate Sin'Dorei into their Empire, resulting in heavy casualties for both sides. Diplomatic preassure from Vallenwood and Morrowind forces the Alter to sign a peace deal though. Both sides suffer heavily.
5E 356 - First Tarosian raids into surrounding states in many years. Diplomats sent to Taros do not return.
5E 366 - Last diplomats sent to Taros, bearing declarations of war. These return as undead who crucify themselves on the gates of the cities of the senders.
5E 380 - Emperor Lokken of Taros takes part in the razing of several towns in the northern areas of the states bordering Taros.
5E 392 - New Veruna founded, the War of a Thosand Snakes with the Tsaesci, still ongoing.
5E 400 - End of Fifth Era with the introduction of effecient gunpowder weapons by Ephebe.
Sixth Era
6E 1 - Aramon wastes no time in its first Klatchian War. Klatchian short-bows make short work of Aramonian knights.
6E 5 - End of First Isthmus War.
6E 12 - Akavir refuses to assist Veruna against the Tsaesci, speculation as to the relation of the two.