Prologue:
Upon the creation of the world, many creatures roamed freely, before man could herd them to ranches and butcher shops. The vegetation was lush and emerald green within the forests, and crisp air blew over the oceans and mountains, while The Parch was just as arid and dry as it is today. Yet in the air, there was a sense of ever-prevailing peace, no worries or questioning in the next day, nor wars between nations to break out in the blink of an eye or the beat of a heart. Upon this atmosphere of tranquility, the First Family made their home and growing presence in the world.
This family was comprised of several, dozens of members, each with their own unique roles for survival, working together in harmony. From the many differing skill sets within the First Family, we can draw near-direct lines of blood heritage to the cultures and races of many nations today. These races, although drastically different from one another in appearance, can all follow the label of human, with their common ancestry, and the classical stereotypical image being held by the citizens of the Velierian empire to the southwestern reaches of Therran, the continent, which cradled the First Family’s humble beginning.
From the Family’s hunters and craftsmen, came the rugged Ocrillains, or the often-mislabeled orcs (mostly due to their brutish nature and simplistic lifestyle) hailing of the kingdom of Natrau. Those within the Family to study the stars and early magic became the Northmen of Dal Tharen to the northwest, often referred to as elves, as they share the similar slender, and sharp features with the mythical race. The navigators, and trackers became the commonly sun tanned Brean of the Republic of Etheros, who ruled both sea and The Parch, as far as trade and travel were concerned.
Finally, there were the Velierians, or the Southmen and their proud empire. They were the original leaders and planners of the Family, keeping everyone organized, focused, and in harmony. Though they lacked any apparent redeeming qualities physically about them, nor any other specialized skill, they were not defenseless or weak as one would imagine. Instead, this aspect of their life drove them to prove themselves, to earn their place in the world, waging many wars with the Northmen of Dal Tharen during the early years of building the Velierian Empire.
In the midst of these conflicts, the all-mother of these warring races, Almeria, built a sanctuary for each of them to share upon seeing the final peace signed between the nations, bringing an end to the bloodshed. From a large bay in the continent, she rose a single, large island with mountains surrounding its edges, sloping down to a bastion of fertile land in its center. To the west and east were rivers, and a lake to the north, and the sea to the south. This area, properly named the House of Almeria, served as a vital trade route, and a large seat of power for the Velierians, who assumed domination of the island city.
From here and the nearby capital of Vrelemoor, the borders of the empire expanded all from the southernmost shores to the borders of Dal Tharen, as they had been in the north for many ages. Outside of the House of Almeria, the most picturesque example of human accomplishment was the far flung southern city of Umbrimor. Situated on the southernmost peninsula of Therran, it was known for its surrounding fertile soil that even rivaled that of the House of Almeria thanks to the old volcanoes and ash lands from ancient times. Furthermore, the trade in the southern regions was dominated by those who lived and watched over the city, creating solid economic relations with merchants from all corners of the continent.
However, this peace and prosperity was temporary as most things in life. As with most jewels and centers of wealth greed eventually crept into existence. The rich from near and far, turned the lands into vast farmlands where many of the citizens found eventual work, and fewer found an eventual fortune. These fortunes were sealed into vaults and estates and into the buildup of the imperial military. Despite the years of celebration for peace with their northern neighbors, this devolved into riots in the fields, that perforated into the streets as everyone wanted a piece of the riches that Umbrimor promised. Instead, none of them reaped the rewards of a prosperous city.
The city was completely lost, reduced to ruin and cinders as the next few years resulted in a mundane civil war, in which the loyal imperialist forces eventually crushed the rebel militias. However, victory only bred discontent and revenge, as the victorious took out acts of murder, looting, rape, and arson as they reveled like animals through the defeated streets of cobblestone. The House of Almeria, the entire island fell into neutral, uncontrolled status, as the Velierian empire reallocated funding and resources to rebuild the southern territories and to quell the vengeful acts in Umbrimor. However, upon forces reaching these already torn lands, they found a mass of refugees from all backgrounds fleeing north, with tales of monsters taking the city, leaving mercy for none.
It seemed a plague or curse fell over the lands, and many of the people, as even some of those fleeing changed before the eyes of the soldiers into abominations that were more animal like than human. As the standard armies fought this un-natural threat, the emperor Velir appointed the Second Constantine, and his order of Sentinals to bridge the religious Order of Adamont, in NonEt, with the more militaristic aspects of the emperor’s authority and that of his legions. From this eastern city, the Sentinals and their Constantine offered support to both the castors and the legion, but more so to their emperor.
For the past two centuries, the empire has kept the southern border intact, using the natural Chasm of Denthar as their main defense. All the while, small expeditions have been made into the grave and ruin riddled land of Mortterra against its inhabitants; the korupt. The beings that wander the wastes and lash out at any unlucky soldier are said to be monsters unleashed from a world beyond death because of the horrid actions taken in Umbrimor all those years ago. Others say they are the ghosts incarnate of the innocent and guilty alike, who simply seek justice for their suffering, or more of the same vengeance that brought them into existence.
However, they’ve grown more violent, more intelligent, and less fearful of man over the past few years. Alaton, another far -flung frontier settlement, is under heavy guard, as it is the latest crusade into the cursed lands, and the most likely to suffer if the korupt feel particularly aggressive, even more so then usual.
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