Ages' Beginnings - An Arrow/Immaculate Reboot

OOC: My hammies would be the most awesome-st looking.. Porting from my WoW starting page :D

EDit : Cowl Hammers
Spoiler :
 
Query: Do you want us to locate our already existing castles and the like for our minor houses (and great houses) in our orders (presumably one for each house)?

Its not necessary but if it is included that would be awesome.
 
Hey, my orders are going to be late (working long hours and am exhausted.) Is monday Ok?
Thanks
 
We have relatively few orders so far; get those orders in people.

Yeah thats fine Thomas.
 
My order will likely be late, since I'm having severe internet difficulties (related to the cable in my house) at the moment which is rendering access to the internet at times quite difficult.
 
Reporting in. I have been absent this past week, I want to get a few hours of rest in tonight, and I work most of tomorrow. My orders will likely be tomorrow night or sometime on Sunday depending on RL. I hope this is acceptable.
 
My orders are in. Hope no one had any late diplo for the Holds.

From the Kingdoms of the North group - a timeline over the last seven-hundred-ish years happening north of Terrin Bay.

Spoiler :
?? BF: Initial settlement of the North, most likely due to simple population pressure from the Bay Kingdoms.

1 AF: Forging of the Empire. While all of Auronas pays homage to the Empire and it's new king, the regions of the north are comparatively poor and isolated, contributing little to the greater nation. Similarly, attention from the Empire is rare and support or military intervention to the lands north of the centralized Kingdom of Arthendhal occurs only in extreme situations with a particularly competent emperor.

87 AF: A fiefdom in the far north called Telaar begins to rapidly expand under the leadership of King Rymos. Initial conquests are limited to the coastal areas of Auronas that we know as the Kingdom of Chairt and United Kingdoms of Cságyűk-Észtergyálj - and, obviously, the current Kingdom of Telaar. This expansion is particularly brutal for recently-subjugated peoples, and large bands of refugees fleeing the Telaaran conquerers move west into the Bangors and south as far as the Bay Kingdoms.

120 AF: The initial conquests of Telaar end with the death of King Rymos I. Further expansion is, for the most part, kept in check by the Hallowed Kings to prevent the northern kingdom from entertaining ideas of independence or becoming a genuine threat to the Empire as a whole.

124 AF: Having been forced out of their original home in the far north, and after a decade-long migration, the Kolek people reach the lands of the Araskamemni in the southern foothills of the Hellas Mountains. The Rask are a similarly-uncivilized people who had been partially subjugated by the Tyregar dukes, and an agreement is made between the two tribes - in exchange for military assistance, the Kolek will be allowed to settle in the Wildering. Within ten years the Tyregar have been exterminated.

150 AF: Succumbing to pressure from external refugees, by this year the original settlers of the eastern Bangor Mountains have been forced west across the chain or, more rarely, assimilated.

337 AF: Death of the reigning Hallowed King leaves the Empire leaderless, beginning the Kingless Drought.

342 AF: Taking advantage of the new power vacuum, the Telaarans begin a second round of conquests, moving mostly south and east. Among their targets are the regions occupied by the Rallus people, and soon after, the Zaki along the Sami River.

~375 AF: The Second Telaaran Expansion begins to slow once they reach the Bay Kingdoms, which are more populous, more centralized, and more powerful than any of their other conquests to date.

388 AF: Looking for easier lands to conquer, a series of incursions into Araskamemni lands are repeatedly stalled at the banks of the Tarsadyn. The Kolek well remember their old foe, and the past 150 years have not been spent idly. Instead, with the aid of the initial small band of Koleks, the Rasks slowly united the surrounding tribes into a barbarian kingdom well able to hold it's own, at least in their home territory.

394 AF: The Telaarans, under a new ruler and expecting a new Hallowed King on the throne relatively soon, cease expanding entirely and move to consolidate their conquests. Among their final annexations are the eastern valleys of the Bangor Mountains, which have been completely overwhelmed by continual refugees as well as constantly raided by highlanders and residents of the western Mountains.

400 AF: Main Kingsbane ascends the throne of the Empire.

409 AF: A holdout tribe of the far southeast plains, the Dzögyak, are finally subjugated by Main Kingsbane. The tribe had come accustomed to independent rule, and had been extremely reluctant to reunite under the renewed Empire. The Telaaran Kingdom, somewhat exhausted from it's rapid expansion and severely short of manpower, petition the Hallowed King to resettle the Dzögyak as slaves in the north. Main Kingsbane, being a very perceptive ruler and desiring to stem the power of his northernmost subjects, accepts - an action that ensures the downfall of Telaar. The Dzögyak lose all of their horses, almost a third of their population, and much of their culture during the forced migration. It takes four years.

437 AF: A generation after the Dzögyak resettlement, the first major uprising occurs. It is put down, harshly, by the Telaarans - but it is only a precurser to four more uprisings over the next decade. Each is larger than the last, and while all are eventually put down the effort required allows several perephial kingdoms to split off from Telaar. Among them are those of the Bangor Mountains. In order to maintain the loyalty of their southern lands, the Telaarans are forced to allow more self-governance for the various peoples under their dominance.

449 AF: The Fifth Dzögyak Rebellion ends. The peace is draconian, and only through the direct interference of the Hallowed King are the Dzögyak kept from being wholly exterminated by the wrathful Telaarans.

486 AF: A generation after the conclusion of the Fifth Dzögyak Rebellion, the Sixth begins. It is the largest one yet, and continues for the next five years. Ultimately, the Telaarans cut their losses and several small Dzögyak kingdoms are given independence. They quickly unite as Cságyűk-Észtergyálj.

488 AF: The Kingdom of Rallus declared independence from being a puppet kingdom under the Telaarans. A short war ensues, which due to favorable mountain geography, the wholehearted support of a united religion and the continuing rebellion is easily won by the Rallus.

491 AF: Their defeats to the Rallusians and Dzögyak serves as a catalyst for a series of Talaaran civil wars, which continues off and on for the next three decades. There are several aristocratic houses involved, and there are many turns of fortune and betrayals, but the general trend of the civil wars is a conflict between the royal House Telaar and their environs in the traditional northlands against the newer houses ruling the lands between the Jaari and Sami Rivers - coliquially known as the Salt Duchies.

513 AF: Sensing an opportunity during the civil wars, and with the Rallusians as examples, the Zaki people rebel and declare independence. The overextended House Telaara cannot respond quickly enough, and under the pressures of their internal wars they sign a treaty acknowledging the new nation within three years.

515 AF: A splinter group of Rallusians, due to religious and economic pressures, renounce the kingdom and move north into Telaaran lands (mostly) vacated due to the Zaki rebellion and the final gasps of the Telaaran civil war. The mutinous Rallusians swiftly expand by force, peaceful annexation, and continued immigration from their mother kingdom to the South - although at this time the kingdom is known as Varlor.

520 AF: The Telaaran Kingdom, after four decades of nearly-constant war, is finally at peace. Much has been lost. The southern aristocracy have changed their aspirations from rule to independence, and form the Salt Kingdom. The united Dzögyak kingdoms, Bangor holds, Araskamemni tribes, Varlor Kingdom and Zaki have all expanded at the cost of House Telaar. Their few remaining lands south of the Range are, by this point, isolated and de facto independent. The next century sees several major and minor wars between the various states, but only relatively small tracts of land are exchanged - the basic outline of the North of today has been set.

532 AF: The young Varlor Kingdom experiences it's first civil war upon the death of their king, and in the aftermath has a new dynasty and a new name, Chairt.

589 AF: The Holds of Bangor, which to this point had been fiercely independent from each other and mostly isolated/ignored by the world at large, are forcibly reminded of the existence of outsiders when the reigning Hallowed King decides to crack down on piracy in the Empire. Under strong external pressure, they begin a process of unification and centralization that would not be complete for more than a decade.

653 AF: The Hallowed King is assassinated without an heir. The NES begins.
 
Small correction on that. The Rasks have always been in Araskamemni lands - the Rasks is short for A-rask-amemni, actually :) Otherwise I agree.
 
Sorry, will have to drop this now that I'm modding a NES.
 
We have orders from Golden1Knight, Agnst, Ophorian, Orangelex44, Seon, and Ailedhoo. The rest of you, get them in lickity-split please.
 
We made some excellent progress on the update tonight... its made for some very interesting times indeed!
 
The City of Parul:

The City of Parul is a relatively young city, it’s size and wealth greatly increasing after the Kishlahi Invasion and the Massoul ascendancy. Growing from the small fishing town that supplied the castle of Jotonfist, the town is divided into a number of “vines” as the city quarters are referred to. The city is built vertically, into and along a cliffbound outlet for Joton’s river. The majority of the city is hidden from view, as it makes heavy use of the small cave network connecting the top of the cliffs with the bottom.

Old Pier:
Pier, the root of the city, was once merely a small fishing village and port for Joton longships to dock. Protected from the regions constant storms on three sides by high cliff walls, the town thrived, built on the narrow beaches that lined the bottom of the cliffs. Now, this section of the town thrives with warehouses, inns, markets, brothels, and a shipyard. Old Pier is only accessible by sea and through the cave network that has since become the rest of the city. The poorer inhabitants of the city are generally the ones who live here.

Stone Forest
This vine of the city is a long one, built low along the cliffs. Mainly a residential section, many inhabitants have knocked out small parts of the cliff walls to allow in light to their homes, resulting in an area that is not nearly as dark and gloomy as one might expect. Winding upwards along two often interconnecting caverns, Iron Leaf is the home of much of the growing middle class, and makes up the largest part of Parul. This Vine takes it’s name from a number of caverns discovered early in it’s settlement, where a forest, seemingly frozen in stone, was discovered.

Craftsvine
Craftsvine is the area of the city where most of the craftsmen make their trade and their home. An offshoot cavern that only slightly climbs upwards, the heat and smoke produced by the numerous forges and glassworks is vented out to sea by an ingenious network of holes which create a constant suction. Despite this, this area remains hotter and muggier than any other part of Parul.

The Orchid Bank
The Orchid Bank was recently given an entire offshoot of caverns of it’s own, within which to carve vaults, offices, and even barracks and homes for it’s employees.

The Thorn:
The thorn is where the city’s military forces muster and train. A series of very large caverns, cavalry and infantry can be housed without much difficulty in this vine. The Thorn leads to Cloud City and Mangovine.

Mangovine:
Most of the farmers who work the fields on the cliff tops inhabit this part of Parul, as it is near one of the entrances of the cave network, and so allows for easy access (through a series of fortified gates) to the fields. The millers and others who process food also inhabit this area. Access from Mangovine to the rest of Parul is exclusively through The Thorn.

Cloudcity:
The wealthy of parul inhabit Cloudcity, far above the sealine. Almost exclusively above ground, Cloudcity is resplendent in shining white architecture, and dotted with gardens and parks.

The Bridge
The Bridge connects Cloudcity to the Castle of Jotonfist. A large, arched, stone construction over the inlet, the Bridge boasts many merchants of luxuries and fine goods, both for the inhabitants of Cloudcity and of the Jotonfist.

Jotonfist:
The Castle of Jotonfist is built at the edge of a cliff promontory, consists of two sections. The Old Fist, once the home of House Joton, is a short, squat keep made of grey stone. Attached to it is the thumb, a tower which is used for signal fires and a lookout. Beyond it’s original curtain wall lies the new Fist, built by House Massoul. Much more emblematic of Kishlahi architecture, it resembles Cloudcity, and is full of gardens and ponds. Legend speaks that hundreds of secret passageways connect the Castle to the cave network, and now the city.
 
The City of Quernim

Built on both sides of the Mouth, this great city is the beating heart of Aelrich. Its great walls have fallen to invaders many times, but have emerged from each conquest stronger and taller. Quite massive and bloated, this city suffers from many problems expected of such a city: unemployment, hunger, and filth in the streets. For that reason, the royal family lives in a palace on an elevated hill, serving as the inner castle in case the outer walls fail and also serving as a barrier to the seedier and darker sides of Quernim.

-Catacombs: Like many other cities in Auronas, the city of Quernim was built consecutively on top of older cities until it reached its current magnificence. As a result, the city of Quernim has deep underground catacombs. It is in such a place where evidence of old Midoan worship of the Sundered Knots can still be found. Old shrines devoted to the various aspects show up occasionally in the dark and ruined underground city which became the Catacombs. The remaining believers of the old Midoan way of worshiping the Aspects still journey to the Catacombs to offer sacrifices and offerings to the Aspects.

-Uradalic Pier: A great seaside pier renovated and subsequently renamed by the House of Uradal after their successful siege of Quernim. It was damaged during this war when the loyalists attempted to stop the pursuing House of Uradal from crossing the Mouth of Terrim to the other side by setting a fire. Completely rebuilt with stone, it is now one of the most modern locations in the city of Quernim.

-Palace of Kings: A beautiful palace which has survived without significant renovations from the age of Midoans. Subsequent rulers, rather than renovate the palace itself, opted to build walls around it instead. As such, the palace is contained inside a small fortress built directly inside the city. Secret passages leading to godknowswhere and traps in unknown places still line its halls.

Consecrated Keep: In the unlikely event that Quernim is attacked, the young and elderly of the royal houses were swiftly relocated to the Consecrated Keep located a week's march north of the city. Once one of the strongest fortress in the world, subsequent rulers' contempt for such 'cowardly' behavior meant that the Keep was rarely renovated from its construction 200 years ago. While still looking impressive, its old crumbling walls will fall to a dedicated assault.


Lanius' Redoubt: House Arco's main holding. Dug straight into the Whispering Mountains, this keep has never fallen in the long history of Aelrich. Tunnels dug around the mountains mean that defenders can quickly reinforce endangered areas and ambush besiegers from behind at a moment's notice. Defenders could even use such tunnels to resupply through foraging in the mountains. Attackers who find the tunnels and attempt to rush through will find that the defenders can quickly collapse tunnels on top of them to ward them off. This redoubt meant that the members of House Arco can, after failures of their rebellions, can always negotiate a favorable peace deal that preserves much of their power and influences. It protects the old iron mines which are still occasionally productive.

Chapel of Our Lord Granter of Secrets: A keep built around another mountain in the Whispering Mountains. It is colloquially known as the Chapel for non-Midoans. Built around an ancient temple of Whispers, the keep features a variety of traps that the defenders can unleash upon the invaders at a moment's notice. Also housed within the Chapel is the remaining clergy devoted to the old Midoan way of worship.

City of Taril: Located close to the shores, this city is firmly in the control of House of Leng. Not as successful nor rich as its sister city of Quernim, this city nonetheless gets many ships from inside the Bay seeking a place to stop for the night. Its people are a strange mix of alabaster skinned natives and olive skinned descendants of the men of Leng. Mercenary companies composed solely out of the Islander race operates through here.

The First Wall: The castle of First Wall is the second to last line of defense before any invaders seek to besiege Quernim. Like Quernim, this keep has been besieged and fell many times to dedicated attackers. However it still managed to give any would-be-conquerors from the south quite a headache. Main holding of House of Leng.

City of Cephales: Named after the house that rules over it, the city of Cephales is a quiet and beautiful sea-side city full of drydocks and houses made of sandstone and bricks. It has recently gone through massive renovations due to the growing influence of the House of Cephales, resulting in breathtakingly beautiful and modern cityscape rarely found anywhere else.
 
Marriage Celebrations

Today is a wondrous day for the Houses of Mandragoran, House Arthalas, and House Ellarion. It is on this day that the son of the great King Erwin, Prince Joseph, is hereby betrothed to the Princess Taena of House Ellarion of the Kingdom of Tareen. It is on this day that the Prince Levi is hereby betrothed to the Princess Mara of House Arthalas of the Kingdom of Arthendal. It is on this day that Princess Petra is hereby betrothed to the Crown Prince Arthalan of House Arthalas of the Kingdom of Arthendal.

It is on this day that great friendships are made, mighty alliances are forged, and the future of our dynasties are assured. Rest easy House Ellarion, House Arthalas, for you know that House Mandragoran of the Kingdom of Namidas shall always stand by your side, bound by blood, together as friends and allies.

Let all those in Namidas, Arthendal, Tareen, and all the great Kingdoms of Auronas attend on the first day of the coming year in Toride, where these newly minted lovers shall be married before the eyes of all! Let there be feasting in the streets for all for the entire week leading up to it, and let the mightiest warriors of all around come to compete in a grand tournament the day on the last day of the current year, the day before the wedding shall commence!

Let this be a beginning for our friendships, a Beginning for a new Age of Prosperity between us!
 
Mildly concerning.

You plotters will never succeed in conquering the spirit of Auronas!
 
Mildly concerning.

You plotters will never succeed in conquering the spirit of Auronas!

Plotters? Conquering the spirit of Auronas? I am afraid the leader of Aelrich is not making much sense right now. We do not plot, nor do we attempt to conquer the spirit of Auronas for we are part of Auronas as is everyone else, are we not?
 
If the tone didn't give it away, that was OOC.

Half IC and half OOC rebuttal because I can't really be bothered with politics of all ye rebels and I can't emulate the tone really well from where I'm writing this post right now. Just imagine this being written with the flare of medieval era lord or something.

See, hThree of the four central powers around the great Bay Area declares for independence and suddenly they are allied?

Any idiot can see what you are trying to do here-you are literally taking the core out of the Empire and making your own independent entity, thus breaking apart the unity that held Auronas together for years.

I don't really have a problem with that unless you start using godknowswhat casus hello to start smacking other nations around. See, I happen to rule over the only loyalist nation in the Bay Area which also coincidentally holds the only sea-trade route leading out of it. It's in my interest to stop you all from ganging up because that bodes very poorly for me.

Honestly though, when you are making this triple nation alliance, try inviting me next time. I get lonely by myself.
 
Running to conclusions it seems, Arthendhal agreed to the Namiran proposition for a marriage pact on the merits of establishing secure and peaceful cross-border relations with Namira, and to ensure in consideration of the current instability that the ambitious and zealous best think twice before attacking us. Arthendhal has made no compact with Tareen, and so talk of a triple alliance is evidently absurd, as are claims that the compact represents the creation of a singular independent entity in the central region of Auronas, considering Arthendhals position that there is no legitimate claimant to the office of hallowed king due to the royal lineage being extinguished, and hence no outside authority can claim authority over Arthendhal remains unchanged. House Arthalas in no way intends on bowing to any claimant who illegitimately seeks to claim the mantle of hallowed king to fulfil their own ambitions of dominion.

-

OOC: Specificity with regards to context is important. For the purposes of context I will presume your first and last two paragraphs are ooc and the middle two are ic.
 
Currently, no one has the power to claim the throne of Auronas, and probably no one ever will. Tareen desires nothing but peace, and as a king who protects the interests of his people, do not expect from me any warlike attitudes. Rather, I believe that by creating alliances with other Great Houses, we increasingly move away from the possibility of conflict.

Any alliance forged by me will only have the objective of strengthening peace, but of course I do not speak for everyone.

Therefore, I propose that my son, Prince Tyler, marry with one of the lovely princesses of the House of Arthalas. What the illustrious King Deargwin, the second of his name, has to say about my offer?
 
Tareen desires nothing but peace, and as a king who protects the interests of his people, do not expect from me any warlike attitudes. R

Will this be a guarantee?
 
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