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Yanamari Cartographer RDI Staff Karma: 36/1 171 Posts
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Project: Sendria, Audalis
Author note: This is a work in progress and may change...alot. Thanks!
The Nation of Sendria
To the west of Ertain and north of Drannon reigns the darkened lands of Sendria. A nation always on the brink of war, Sendria resides as a bastion for innovation, trade, and raw power. Travelers tell of dark forces of death and destruction that wait as predators in the cities and sweep across the plains in haunted whispers. But those who make their home in the nation say otherwise.
Sendria traces its roots to the ages of the ancient Anathari. During the reign of the Empire of Drannon, Sendria was not an established nation independent of Anathari rule. Then in 37 BER, it gained the seperation if sought, taking a good portion of Drannon with it. Cillanin, the diposed Emperor of Drannon, left the land he won by murder and terror after his throne was sucessfully challenged. Rumors and ancient tales speak of a darkness that moved amongst the land when the shift in power happened. But the truth is not known.
Since that age, Sendria has gained more land and resources through constant warfare and subjugation. The darkest of creatures and powers have come to the embattled land, all seeking fame and fortune. Of all the dangers and threats of the lands, they soon learned the greatest resided in the other human nations of Ertain and Drannon. Seeking any victory they could, Sendrians took to dark arts and darker deals to overcome neighboring kings and armies. Over the centuries, the nation was more blood-soaked from personal interests and business than war with other nations.
The tide of power truly changed in Sendria with the rise of Amer'Loc. Many people wonder and rumor what hides upon the isle that dictates actions and desires for the realm. Did a demon, an ancient magi, or Tyrannis herself reside on that spot of land on the Shade River? Whatever the mystery, all folk know the council of Sendria resides on the misted island, watching over the people and security of the nation. The instructions relayed from the isle always arrive at the precise apex of moments, as if a great power saw and heard everything occurring in the nation. In the histories of the land, and the loremasters of old, none can remember a time when Amer'Loc did not rule the entire nation.
All major decisions regarding the commerce and conquest of Sendria flow from Amer'Loc, through Davnor the capital, and on to all outlying powers on the borders. Yet along the edges of this nation, looking in from others, one would believe it a terrible place filled with tyrants and terror. Militia units prowl the borders with orcs and ogres under their control. At any moment, the entire nation seems ready to enter warfare with its neighbors. And on many occasions, it has. The need to prove supremacy and gain power is a lust all Sendrians have in support and love of their nation. And if ever caught saying otherwise, they are not seen or heard from again.
The language of Sendria is one of dark rumblings of war, of great and terrible magic, and of death. Every Sendrian acts as the politician, carefully weighing words and actions. One never knows when the hand of Amer'Loc will choose them, seek a change in history, or desire the lives of enemies for an insatiable need of power. To live in Sendria is to be feared and fearful. To survive and grow in Sendria is to play the game and win.
Posted on 2006-11-16 at 13:58:09.
Edited on 2006-11-16 at 13:58:46 by Yanamari
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Yanamari Cartographer RDI Staff Karma: 36/1 171 Posts
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Culture and Society
Culture and Society
Sendria is a world in which loyalty paves your way. People who seek fame, fortune, and a long life gain alliances with as many as possible without becoming anyone's direct enemy. Becoming an enemy means being a liability and death. Those that have long-standing grudges and squabbles typically have the power, prestige, and friends to keep the threat at a safe distance. People who wish to rise in the ranks and gain power typically seek patrons and masters with a range on contacts and resources on the side.
Noblility and lieges may come from ancient bloodlines or powerful merchants and thieves with the gold to pay. Prestige can be purchased and power attained through the simple plying of trade of assassination in the night. Because of this constant vigilence, Sendrian nobility tend to keep personal guards bound by blood oaths. Many nobles and guilds believe fervently in blood oaths, especially those declared to Bakloran, Merca, and Tyrannis. The swearing of one's life and soul under the eyes of the gods gives the lord's power over their vassels. And few would tempt the fate of breaking such an oath by such powers.
The people of Sendria have reason for their paranoia. Information can be purchased as quickly as a meal. If one has ears and eyes, they must be a spy is a common belief among Sendrians. No matter the city, no matter the station of one's life, everyone has some piece of information they can use to gain a better position or a few coins. But not all communitites are bedeviled by the hierarchy of politics and greed. Peoples who live far from the city of Davnor live much like those of any other city. They live by the dictates of the rulership and common religion.
Sendrians who live under the rule of the Blood Guard love their nation and will sacrifice their sons and daughters to protect the land. The machine of war stands as a testament of their eternal devotion to their home. Cities and keeps of the Blood Guard reside along the borders of Sendria. Families enter their children into service to become knights and vassels of their lord. And when the call arises to defend or gain new lands, they rise without question. Few of Sendrians men and women become common foot soldiers. The forces use many enslaved races as fodder, including goblinkind and krunik.
All lords, patrons, officials, and masters have sworn their own oaths to Amer'Loc. For reasons of fairness and prosperity, the ruler ship of the island has decreed that none shall have outright warfare against the other without a petition and stated case to the island council. The options include Wars of Dawn (simple tests to determine the winner, such as a duel), Wars of High Setting (cases brought to court), and Wars of Final Dusk (extreme warfare until the other is completely obliterated).
To date, only three cases have ever been stated for War of Final Dusk at the island:
-- Melenkur (castle of skeletal warriors now)
-- Undarth (city of the dead)
-- Sunvir Downs (not even a ruin exists)
Polite wars of First Dawn and High Setting still rage, but only in the courtrooms, social functions, churches, mage schools, and dark allies of the land.
Posted on 2006-11-16 at 14:00:33.
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Yanamari Cartographer RDI Staff Karma: 36/1 171 Posts
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Government
Government
The castle of Amer'Loc and the city of Davnor rule over the entirety of Sendria. The words and decisions of the island rulership enact through the council of Davnor. Messengers and soldiers bearing the insignia of the black dragon carry these decrees to every city and border. Yet many of the people whisper that the island sees and hears all, despite the distance of the border or quiet speech of the courtier.
Guilds control all trade and commerce. For every possible commodity, except information, a guild rules it. Whores and slaves, produce and lumber, taverns and inns, drugs and caravans, all have strict guidelines to adhere to. To join a guild, persons seeking membership must demonstrate skills in their chosen area. If they do not have the skills, they can enter a term of indentured servitude, or apprenticeship, to learn the trade.
Once they gain membership, they swear a blood oath and taxation tithe to the guild. Each guild has varied initiations for their membership. For the assassins, they may be given a target to eliminate. For taverns, they may be given a place infested with vermin and poor conditions to revitalize. As time goes by, they can become masters and patrons to other apprentices. But of course, even this level of membership requires a certain amount of gold and skill. Everything has its price. But the rewards have made the nation powerful and rich.
The rule of the lands beyond Amer'Loc follows a regimented progression. Towns and villages have the older and wiser, or powerful and rich rule them. They answer Lords and ladies preside over cities and towns. Cities with more power, such as keeps and castles or thriving trade routes, can gain the status of Duke or Duchess. To gain such a title takes a lifetime of servitude and patience. Playing political games have included cases brought before the council of Davnor to duels at morning light. Others still use the tried and true power through guild membership to gain the foothold they desire.
Notable Powers of Sendria
All aspects of the nation are controlled by Davnor, the central city of Sendria. Many nobles and generals rule their lands under the proclamations of Davnor. A few of these nobles hold title to the councils of Davnor. All of these men and women answer to the council, who in turn answer to the island fortress of Amer'Loc.
Piers Aelfgar - Duke of Davnor, Hand of Amer'Loc
Few know his past, but understand he answers only to the call of Amer'Loc. Even the thieves guild has yet to learn of his vices. He is the safest man in all of Sendria, for none would dare harm or impede the hand of Amer'Loc.
Osborn Rosoman - Duke of Cainse, Order of the Obsidian Dragons
This order is of the black guard in Sendria. Osburn is rarely in Davnor, staying always in the field of battle or at his home of Callidus Castle. His order follows the command of the Hand of Amer'Loc.
Raeburn Sebastian - Duke of Starfall, Grandmaster of the Blood Guard of Bakloran
This is an order of warriors, sorcerers, and rogues who partake in bloody rituals for their power. Many step out of the way of this order, mainly not to become their next victim. Some say vampires support its work.
Muirel Corvanus - Lord of Melenkur
Long since past, the knights of Melenkur were loyal and proud subjects of the realm. Now Lord Corvanus watches over his skeletal soldiers as the Keeper of the Undying Legions. He alone retained his memory and mind after the punishments of Amer'Loc. He has never accepted the rule of the island. And he never will. To this day, the undead lord survives to do the bidding of Sendria. But rumors spread that this is changing.
Kassaley d'Ambroise - Lady of Royan
Although her title warrents little in the sway of power of Sendria, the Lady Kassaley is greatly loved by the people of Royan. A city of trade and artistry, she watches over her people with sincere love and a steady economic hand. Many believe she could make a power for herself in Davnor, but she could never tarry long from her artisans and craftsmen. Many of the perishable goods such as paper and clothing come from this city into Starfall Keep and out of Sendria in trade.
Godwin Phrakes - Lord of Darkstone Castle
The castle of Darkstone holds an old heritage mixed of Drannon and Sendria. The Phrakes have held Darkstone for generations, bringing a prestige of old Drannese honor to the eager ambition of Sendrian blood. Lord Godwin treats all within his home with equal care and grace. His actions gain the ire and humor of Davnor's elite. But few would dare say so before the rich family leader.
Annora Saisset - Duchess of Wyvern Keep
Eyes as bright as the sun and face as hard as stone. These words describe the stoic beauty of the priestess turned warrior of Wyvern Keep. Many attacks upon her home have fallen to the clear and careful plans of the woman. She surrounds herself with poets and scholars, listening to their words for insights. Yet none can say she is weakened for it. Many men have sought to gain her position in the traditionally male led keep. But none have succeeded.
Posted on 2006-11-16 at 14:04:13.
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Yanamari Cartographer RDI Staff Karma: 36/1 171 Posts
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Trade and Commerce
Trade and Commerce
Sendria corners markets for illegal and questionable goods. The entire nation thrives on the selling and export of slaves, war, and drugs.
The nation also embarks on a small trade in lumber, which has upset the Commonwealth of Dorest. Rivalries between the dark nation and coalition of lumber villages has
TBD!
Posted on 2006-11-16 at 14:05:04.
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Yanamari Cartographer RDI Staff Karma: 36/1 171 Posts
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Religion
Religion
All religions find a place within the hearts and minds of Sendria. But few take an active role in public temples and practices. The people of Sendria tend to follow a specific set of deities including Tyrannis, Bakloran, D'Hurgen. Shinara, Alanus, Sharlys, and Salerna. Many of the other deities have followings if not as large. Sendria has many temples, most if not all to the evil and twisted gods.
Priests and the faithful preside over hellish rituals in private and at times in the public eye. Of all nations and places in Antaron, Sendria is one of the few with the freedom of worship for the dark powers. The largest temple of D'hurgen resides in Davnor. The largest for Bakloran may be found in Starfall Keep.
But those priests not following a dark path hide away to protect the light. Secret societies and temples may be found throughout the land for deities such as Lysora, Solanis, Telemor, Falloes, and Rydor.
Posted on 2006-11-16 at 14:05:48.
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Yanamari Cartographer RDI Staff Karma: 36/1 171 Posts
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Values and Taboos
Values and Taboos
Sendria has few taboos that they find questionable. Even the religion of the gods of light gives them a product to price or demean for its twisted desires. One of the greatest values of the nation lies in war. Unlike many countries, Sendria has not only created an army but become a war machine in itself.
If your heart seeks to sate itself in debauchery, assassination, mercantilism, slavery, or reclaiming the lost souls to the dark, you will find your dreams in Sendria. It is the land of dark opportunities.
Posted on 2006-11-16 at 14:06:40.
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Yanamari Cartographer RDI Staff Karma: 36/1 171 Posts
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Warfasre
Warfare
War brings peace through superiority of numbers and arms. It leads to national pride and love of justice. It gives warlords the land their crave and violence they revere. Some say Sendria have evolved the notions of war into artistry.
Long ago, Sendrian warlords learned to protect their lands and campaign beyond the borders, forces would be split. To ensure that enemies could not captialize on the weakening of forces in a nation, the warlords created two orders of warriors: the Obsidian Dragons and Blood Guard.
The Obsidian Dragons protect and provide peace within the borders of Sendria. Garbed in the armor of steel with an emblazoned black dragon, they hail as the ultimate authority in Sendria. Their central garrison lies in Callidus Castle, near Lake of Xerxes. Every city has a garrison, every major road a patrol. At times, they come into conflict with the Blood Guard. But these moments are rare as clear definitions of power and prestige exist between the two.
The Blood Guard protect the border and attack outsiders who dare to invade. Originating in the keep of Starfall, the guard send trained recruits and enslaved creatures including cruniak, goblins, and ogres to the other garrisons along the borders of the nation. They have a garrison in the city of Davnor for reinforcements. All cities have garrisons along the borders, including many hidden contingents in unmarked barracks and towns along the landscape. Although most threats enter from Ertain and Drannon, the leaders have long learned not to weaken any defense. Nations that seek to enter through a different route rarely find the borders unguarded. The guard wear armor of black with a blood red insignia of Starfall. They are known for their blood red cloaks.
In the halls of Wyvern Keep, many speak of a new power of warrior the Duchess Annora builds. These warriors seek the arts of scholarship, ritual faith, and the sword. Unlike the warriors of the orders of Blood or Dragon, the men and women of Wyvern hone their skills in all weapons and tactics. Rumors fly fast and furious throughout Davnor and the halls of the two warrior castes that this new breed of warrior may make them obsolete.
Warfare is a powerful motivation for the nation. Slaves, armor, lumber, tacticians, engineers, and informants all have a place of power in such a land. But even those of pure heart seeking coin find their ideals twisted and tainted remaining too long in this sinister land. All commandments of war come from the high council that resides in Davnor. And all proclamations of assaults against other nations are sent from Amer'Loc to her Hand, the highest position of military power in Sendria.
Posted on 2006-11-16 at 14:07:34.
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Yanamari Cartographer RDI Staff Karma: 36/1 171 Posts
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History
History
To recount the history of Sendria dips into a past and present stained with blood, smoke, and desire. From time immemorial, the people of the land have fought for their right to live and thrive. To do so, they created a machine of war, an army focused on keeping the peace within the borders and another seeking to dominate all neighbors.
37 BER, The Founding - Sendria began as a territory of Drannon, but took true shape in 37 BER. During the reign of Cilannin, Drannon suffered great internal strife. The emperor knew his time was coming to a close. Gathering what power he could, along with secretive deals with other nobles, he left the nation and seat of power. And in the northern lands of Sendria, he created a new power. One to be ruled by the mailed fist and serpent tongue.
He enslaved the lower races of crunaik, ogres, and goblins, using them in the lines of war. Over time, he gathered other nobles and powers to himself, building the foundations of a terrible dream. Land was power in the old mind of Drannon's greatness. But in his dreams, he found something else. With this risein power, he built the keep of Starfall. From here, the nation's true test was faced and beaten.
For years upon years, the country sent campaigns against their neighbors of Coria, Ertain, and Drannon. They cleared the landside of lumber and strip-mined deep into the earth to fuel their ambitions. Hundreds died in the fields of battle, earning the nation a stigma of darkness and dread with the others. And over the years, the stimga only increased. It began as a whisper from the far plains near Shamoth. Something dark that stalked the night, as a hungry beast or blighted devil. Something laid in the earth far too long, being unearthed in the deep mining. It sang a terrible song so much like the greed deep in the hearts of the people. There was found a stone of great beauty, white and pure with veins of deepest black. As fine as marble and as strong as steel.
As the ages shifted and changed, the leaders changed as well. Yet, each and every one continued with a plan started the moment the rock was found. The building of a great castle on a small island in the Shade River. Seemingly possessed with a singular goal, the work toiled on through every season of king. The wars slackened during this time, but the borders remained firm by the will of Starfall Keep.
211-226 ER, Rise of Amer'Loc - In the turning of 211 ER, King Dhirva retained the services of a most trusted and talented aid, Casine Thamril.Casine was a powerful and prideful enchantress, able to wield a power over the elements and death that frightened many of his court. Of such a young and tender age, the king knew she would become a greater threat. But her spells had already begun their work upon his mind. And her desires became his.
The castle completed not long after she took control of the country, keeping the good and last king on her strings. Soon those of the young city of Davnor knew who truly ruled their lives. But the truth was never something spoken of in polite society. Soon after asserting her control, she was lost to the island, not seen, but always felt.
The years past, and when she was seen again it was not so much by the people of Davnor, but the eyes of youthful love she had once felt with Lord Alon Ramac. He had not forgotten his passion for her. And she had learned of a spell to forever change the future of Sendria and her bid for power. Tales speak that she made a pact with Tyrannis herself for eternal youth. But in truth, she made a deal with a summoned demon to learn the lost arts of necromancy and the rituals to become a lich.
In return, she was sworn to fell the powerful knight of Ertain. But demons can be tricky things. And instead of delivering a deathblow to Ertian's forces, she created an adversary that would last the test of time she herself would see. For the demon delivered the knight into the realm of shade changing him to an unholy avenger of the lands of undead. In the year 226 ER, Caisine became Amer'Loc, the Lich Queen of Sendria.
230 ER, Year of Ashen Death - Years past as Amer'Loc took up the residence on the island of Avora lake. Longships left the shores of Davnor in an endless parade of nobles and powers seeking to control or join the enchantress' court. But few boats ever returned.
In secret, Amer'Loc began to create a new order of power. Seers, witches, nobles with a few magical tomes...any who held power in their veins found their way into her chambers. And one-by-one, they knelt in subjugation to her will or suffered an agonizing torture of disease and rot. In the turning of the year 230 ER, her plan took effect. Those bodies of the tortured were sent to key houses in Davnor and the cities beyond. Pieces of the flesh were introduced into the food the powerful ate. And within the year, none remained of her enemies. In a single display og patient power, Amer'Loc took control of Sendria.
245 ER, Fall of Suvnir Downs - Warriors and clerics of various powers of the light began a slow invasion of Sendria. To the west of the nation, on a road to the Commonwealth of Dorest, the Suvnir Downs provided a tranquil setting of small waterfalls, calm groves, and beautiful meadows. People who lived in the area seemed untouched by the dark corruption of Sendria, chosing to live peacefully with the land.
And within this quiet community, clerics and paladins of Solanis, Rydor, Merca, and Therassor met. Together, they planned the infiltration of the castle and death of Amer'Loc on Avora lake. But never did they realize what would befall their executed plan, the tragedy they would bring. On the island, the warriors and clerics faced an adversary they were not truly prepared to face. In terror, they fled to the haven of the Suvnir Downs. Their steps were not hounded. What awaited them in that tranquil land forever destroyed their faith. The land of peace smoked from fires. Rocks molten and terrible had pounded the countryside. The innocent died horribly by the rail of death.
What became of those fallen heroes, few know. But some sages believe a few of their number were taken by guards of Wyvern Keep. Perhaps some of their heritage remains there to this day?
Today - Ages have past since this time, yet the history moves and changes slowly. The nation of Sendria has remained locked in the deadly power of the lich queen Amer'Loc living in her unholy castle or white and black marble. Lords and ladies rise to power according to her design. Cities and wars move thought her careful planning. None move nor breath unless dictated by the supreme eye of the island and its dread keeper. And those that have tested her anger have paid the price. The city of Undarth is a ruin of a ghosts and spectres, Melekur howls with the anger of skeletal hordes, and the lasting memory of Sunvir Downs.
Dates
48-37 BER - Sendria's bid for independence begins quietly after other nations have suceeded.
37 BER - Cilannin, fallen Emperor of Drannon, founds Sendria in independence.
36 BER - Founding of Blood Guard in Starfall Keep, captial of Sendria.
31 BER - Cilannin dies in strange circumstances during a hunt. King Felgus takes the crown in a greedy attempt to take the power over the lands.
31-5 ER - Age of Thirteen Kings - During these years, many kings, thirteen total, took the crown of Sendria through assassination and deceit. The power of war grew through the increasing sizes of garrisons each Lord had.
5 ER - Reign of General Soreil and General Fesrin - Through the might of their men, the two lords of the armies enacted a plan to end the ridiculous situation of the constant changes in power. After the year of warfare ended, Soreil created the Obsidian Dragons, to protect the wilds of the nation. Fesrin continued to lead the Blood Guard, to claim the lands of their neighbors and protect the borders. Through their combined might, they placed a new line on the throne, always keeping them in line with the threat of arms.
198-226 ER - King Dhirva rules Sendria, accepting the first female advisor, Enchantress Casine Thamril.
226 ER - Casine Thamril takes the name and castle of Amer'Loc. She completes the rituals to become a lich. Her rule becomes an eternal tyranny over Sendria.
230 ER - Year of Ashen Death - A terrible plague ravages the households of powerful nobles, merchants, and religious orders. Bodies are ashen pale, eyes burned out, tongues black. After the ravages end, Amer'Loc creates the High Council to answer only to her power. The true tyranny of the lich queen begins.
245 ER - Fall of Suvnir Downs - The battlements and lands of Suvnir are obliterated by the decree of Amer'Loc.
299 ER - Fall of Undarth - The city of Undarth ruled by General Marksemur receives the highest punishment by Amer'Loc. Only the brave dare its borders. Rumors of ghosts and shades spread across Sendria of its fate.
312 ER - Fall of Melenkur - The Duke of Starfall brings word of treason. Melenkur and its Duke Corvanus receive the ultimate punishment for allying with Ertain. The castle befalls a terrible spell of death and decay. The remaining soldiers carry out their punishment in undeath as skeletons.
Posted on 2006-11-16 at 14:10:28.
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