User blog:Faenor of the Silver Laurel/A New World

Pay me no mind. This is just something I'm getting out of my head.

This is the custom world I am creating. It's a work in progress.

The Races:

Men - The race of Men is a hardy one, jacks-of-all-trades. While lacking the specialization of Elves or Dwarves, and the inability to commune with nature, the race of Men dominates the world, with most of the nations belonging to them. As mages, they are capable, and in fielding armies they have no equal.

Elves - The race of Elves is a fading one, and fading quickly. Long before Men took over the world, Elves and Dwarves fought on either side of a cosmic war between gods and spirits, a war which resulted in the annhiliation of five sentient species. As mages, Elves are quite powerful, and also, they are immortal. They are also excellent in both ranged and hand-to-hand combat (though the latter is chiefly the province of Dwarves). However, with their numbers shrinking, only four realms are left to them, and two are not even half Elven in population.

Dwarves - An old and proud race, Dwarves are masters of close combat and fighting in rugged terrain. However, they are completely unskilled in both magic and ranged combat. Long before the rise of Men (which has not harmed the Dwarves as much as it has harmed the Elves), they fought on the side of the Mountain God, Aetna, but were unable to revive her when she fell from her godhood and into a mere spirit form. Now, they work alongside Men, and use their skills in the service of either their own lords or human princes.

The Nations:

Men -

The Principality of Faerin: A lightly forested realm in the far north of the Great Lands, the Principality of Faerin is ruled (obviously) by a Prince. Assisted by an Arch-council of lords and merchants, Faerin is one of the more democratic principalities on the continent. What they lack in numbers, they make up for in firepower, as they are wealthy in red-timber (something Dwarves badly need to run their forges at the greatest heat possible). This has allowed them to build up a small army of Dwarven mercenaries to supplement their own woodland militias, and protect themselves.

The Empire of the Sun: An old and corrupt nation, the Empire of the Sun traces her roots back to the dark days of Man's ascension to power through conquest. Much of their land was stolen from the Arcadian Empire, a nation of Elves, since declined to an island people. Ruled by an Emperor, they constantly seek to expand their civilization through military might. Also, unlike other realms, the Empire of the Sun still practices slaving and the sacrifice of humans.

The Kingdom of Ollin: A fair green land opposite the Empire of the Sun, Ollin is protected by swift treacherous rivers, impossible to cross in the river-craft the Imperials possess. The only way to enter their realm is through the Narrows, a small bottleneck where the rivers meet and diverge. In the past fifty years, the Empire of the Sun has tried no fewer than twelve times to force the passage. Each time, they are defeated by Ollin's noble knights. The Empire desires Ollin for three reasons: Their horses, their people, and their wealth. All three have allowed Ollin to raise the most effective heavy cavalry on the continent. The land is ruled by a King, assisted by a Council of Master Knights and a Court of Nobles. The Council assists the King with military matters, while the Court manages the day-to-day civilian duties. Driven by an incredible sense of honor, Ollin's people have so far managed to remain free of corruption, their leaders fair and just, and their people valiant.

The Land of Free Folk: A small land on the borders of the Empire of the Sun, the Land of Free Folk is free in name only. Living in heavily fortified cities far from their borders, all they can do to stem the tides of Imperial slavers is sit them out, constantly besieged. A land of city-states, they recieve covert aid from many nations.

The Principality of Canaris Nova: A land to the south of the Great Marshes, this land is guided by an iron fist. The ruling family uses no council, and are kings in all but name. However, despite this, the iron fist is only hard when steered off the path. The land is verdant, and taxes are low. The military is comprised of battle-hardened veterans, trained in hand-to-hand and one of the more effective fighting forces on the continent.

The Principality of Apparis:

A peaceful land, Apparis is protected by her neighbour, Canaris Nova. Ruled by not one prince, but five, the land is divided into five princedoms, each one brought together by a Noble Council made up of the leaders. With no real land military to speak of, their interests lie in naval warfare, and their traditions show it, defeating Imperial navies time and time again in heroic action.

The Kingdom of Donoria: Donoria is perhaps the most democratic absolute monarchy on the continent, with their king elected each time the old one dies. This has led to severe pendulum swings in how each regime handles things. During one reign, it can be peaceful and calm, while during the next, it can become as ravenous as the Empire of the Sun. Fielding capable middle-range infantry, including spearmen, pikemen, and shortbow archers, Donoria is never underestimated in her ability to wage war, especially against her southern neighbour of Meletia.

The Kingdom of Meletia: Meletia is a land of rolling plains and tough grass. This has allowed for the creation of a largely nomadic people, living life in the saddle. Only their capital and a few other cities remain stationary. This has also allowed for the creation of the most effective mounted archers in the world, only eclipsed by the Elven mounted archers of the War of the Gods. Only Donoria, with it's heavy, defense-based infantry, specifically made to counter horsemen, has ever had real luck in fighting Meletia. However, the people are usually peaceful, and so Meletia has not fought an offensive conflict in seventy years.

The Jungle-realm of Inthavros: A small realm of a dying breed, the Jungle-folk are slowly being absorbed into their neighbor, Donoria. Masters of ambush tactics, and using poison darts and arrows, they are skilled assassins and bodyguards, making them valued as either servants or slaves. Ruled by a nominal High Chief, they are a loose federation of tribes, but they still are formidable when they come together.

Elves -

The Elven-realm of Dúlinn:

The Empire of Night:

The Islands of Arcadia:

The Elven-realm of Myrilind:

Dwarves -

The Mystfell Empire:

The Empire of the Dawn:

The Union of Principalities:

The Acedian Merchant Republic:

The Kingdom of Dannerfall:

The Havens of Nobilesse:

Religion: