The Galgari Empire
The Galgari Empire is an absolute monarchy settled in the Eastern regions of the continent, with extensions to a small group of Islands off the Eastern coast. Galgari stretches from the Blood Ocean to her east, to the foothills of the Lost Mountains to the west. The Imperial City of Leon, the Galgari Captail lies 300 miles inland, along the Twin rivers Androst and Segrossi. The country itself is a center for economic and cultural activity. The Church is at the center of life in the Galgari empire, with churches in every town and city which service nearly 95% of its population. Other notable features of this kingdom are: The Forest of Sarcardon, Plains of Andoulin, The Hall of the Fisher King, Forest of Tribulation, Heaven's Gate
Races:
The Galgari empire is home to most of the known races. Dwarves have taken homestead in the Mountain of the West, having created vast strongholds in the mountains, while a band of Artic elves, inhabit the northern forest of Sarcardon. Human's comprise about 75% of the population of the realm, holding a strong majority amongst the races. Though the Empire is ruled by one single Emperor, the individual races themselves do hold their own figureheads. The Elven and Dwarven lords hold power in their own areas by the grace and will of the King. In exchange for this will, they advise the King on matters of his choosing, and each provide twenty thousand to the nation's standing army.
Class: Aegis Knight
Aegis Knight, as the name implies, are defensive knights, specialist in protection or security of another. The Aegis protect their Pythia before all others. It is their primary focus in life, their reason for being. They are specialists at hand to hand combat, and close quarters encounters. Because the nature of their service, they are proficient riders and fighters from horseback. Aegis are selected at young ages, often as young as 5, and are cloistered in training camps. Their assignment to a Pythian also occur at a young age, as early as 7: it is felt the bonding to be eternal, and lifelong. The bonding ritual is something private between Aegis and Pythia, never spoken of in public, not even between fellow Aegis/Pythia. Rumor has it some sort of actual magical bond is formed between master and shield, the result of which varies between couples.
Aegis Knights are not of any specific race.
Unlike traditional military groups, the Aegis have no sort of chain of command, no hierarchical order. The ultimate authority in a Aegis' life is the Pythia home he serves. Against her judgment, no appeal, however, that doesn't mean that discussion doesn't occur between master and shield in attempts to sway judgment.
Pythia:
The Pythia, or daughters of the Oracle, are a group of magic users dedicated to the fall of Filtiarn, and the Varg, and the restoration of peace in the world. Their symbol is a candle burning on a field of blackness, with the ideal that they are neither the candle, nor the flame, but the light emitted. The Pythia serve for life, are selected at a young age because of their magical gifts, and have known no other life than the order. They are headed by a council of their nine greatest, elected from their numbers, and are governed by a single, solitary Ameris, who rules over them like queen.
Each Pythia has a Aegis bonded to them in childhood, to serve as guard, confident, and constant companion. Their bond is for life, and is created at the exact moment the Pythia bounds to the Avatar of her choice. It is the Pythia who chooses the avatar, but in the bound the initial blessing is a constant and almost sixth sense of her companion. She can tell his direction, and his health, no matter how far away they are. To the knowledge of the Pythia, only death can break this bond.
The Pythia are only women. The reason for this is not yet known.
Luftheria and The Plains of Andoulin:
Luftheria, the home of the Pythia, and the stronghold of the Aegis, is located a day's ride north of Leon, and half a day's ride west from the main, northern road. The citadel is completely self-sustaining, with enough outlaying farms and natural resources gathered from streams and woodlands that cut through the area. Though some trade does happen between the citadel and Leon, in order to maintain positive relations between the two militant groups. Its primary commodity is aide, and its primary import is information, though it does trade weapons, food, and garments with Leon in exchange for various items and good rapport. The city is ruled by the Matriarch of the Pythia, titled Ameris, and the council of nine beneath her, from which she is elevated. Ameris's judgment and power is considered to be supreme. Second only to her is the decision of the Council of Nine.
The Plains of Andoulin lie between the Capital Leon and the Forest of Sarcardon, The plain is responsible for most of the realms agriculture, and is an extensive belt of farming and ranching lands that run through the center of the realm. Three rivers run through this area: The Twin rivers Androst and Segrossi, as well as the Brandwyne River, the largest river in the realm, which makes the southern border of the plains.
The Hall of the Fisher King
The Hall of the Fisher King is a thin stretch of land between the two mountain ranges that create the Lost Mountains. Steep cliffs travel along the entirety of the hall, creating a feeling of being inside a roofless corridor. In some places, the hall is nearly a league wide, while in others it cuts so narrow between steep cliffs that one must pass through it single file. The start of the passage, known as the Heaven's Gate, has been lost for nearly a century. The steepness of the cliff's make entering the hall virtually impossible by means other than the Heavne's Gate. It is believed that at the end of the Hall lay the Fisher King's Tomb.