The Vraenor Empire OOC

AceSorcerer

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In Character: CLOSED SIGNUPS - The Vraenor Empire
Sign Ups: OPEN SIGNUPS - CHARACTER INDEX - The Vreanor Empire Sign-Ups

In an age long past in the world of Aklavion, a people known as the Vraenor discovered the power of magic. Feared by their rivals, the other ancients banded together and banished the people from their homeland, only to take their arcane research and better their own societies as the lost Vraenor braved the frozen northwestern regions. There they built a society out of the shadows, wherein they began to delve further into the darker magics after they learned their works brought about a golden age to the east, all while they were bound to the very will of nature amidst great storms and mountains. But, in time, the great mage Gareth established Netherium, a citadel of mages and the capital of what soon became the Vraenor Empire. Generations later and Gareth's descendant, the dark mage Kieran Gareth Throauldr, is crowned the new Emperor and Overlord of Vraenor. With many ambitions beneath his belt, he and his childhood friend and general Sir Arterion Landrak with aid from the mysterious spymaster Lucretia le Torneau set out to reclaim the ancient homeland of their peoples, beginning with the conquest of the city-state Ildir...




Timeline

The Age of Ancients
-Small nations and city states began to form amidst semi-nomadic tribes and clans, one of which is the Vraenor.
-The city of Beo is founded, where the Vraenor devote themselves to the study of the stars in addition to a general search for knowledge.
-The Vraenor are the first to discover magic, doing so by accident. They begin devoting their resources to study magic and understand its origins. As a result the first magic society- the Oraculum- is founded.
-Upon hearing of the discovery of magic and the formation of the Oraculum, the other nations become fearful and decide it must be destroyed. Thus many of the early clans and nation form the Alliance.
-The Alliance sacks and razes Beo, executing all but three members of the Oraculum who manage to escape copy in order to copy and preserve most of their magical and scientific knowledge.
-The remnants of the Vraenor flee in exile northwest, following the Great River into the mountains.
-The Great Wall is built.

The Age of Frost
-The First Crusade occurs, unifying the two major faiths. A new Golden Age occurs in the East as magic is practiced unfettered.
-The Vraenor splinter into various grousp after hearing of the East's golden age, diving into magical and military research.
-The Sects begin to form.
-The mage Gareth is born.
-After discovering dark magic, Gareth establishes the Glimrel Sect.
-After defeating his rivals, Gareth becomes Overlord.
-Gareth establishes the citadel of Netherium to manage his holdings.
-The Empire is founded and Gareth is proclaimed the first emperor. Netherium is proclaimed the imperial capital. The nation is build from the ground-up.
-The White Palace, Arcanum Magnus, and Assembly are constructed in Netherium.
-An invasion across the rive from an unknown source attempts to end the fledgeling empire and fails, leading to further militarization and the establishment of a regular military force.
-Generations pass, Vraenor is all but forgotton and only two nations continue to man the Great Wall.

The Age of Dawn
-Gunpowder and cannons are invented in the East, with the Vraenor quickly creating their own versions and adapting them for naval use.
-The Emperor Uther and his wife Isolde have their first child, naming him Kieran Gareth Throauldr. Three others follow.
-The emperor and the three youngest children are poisoned, and the empress dies of plague years later.
-Kieran ascends to the imperial throne and appoints Arterion Landrak, a childhood friend and military officer, as the Lord High General. They begin planning an invasion of the East to reclaim their ancestral homelands.
-With a strong enough variant to create dynamite, the Vraenor blow down the Great Wall.
-After the Imperial Spymaster, Lucretia le Torneau, extends her spy network, the imperial forces march past the captured wall and invade the city-state of Ildir.


The Nations

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  • Seemingly incapable of holding onto a ruler for any meaningful amount of time, the Estean Dominion has struggled to maintain its status among its neighbors. Once a nation of wise scholars, the Dominion fell to civil war and rose again instead as a strict theocracy, then once more as a totalitarian state under the command of a Sovereign. Its people are resilient, but distrusting of magic or anything connected to the old religions.

  • The City-State of Ildir was once a military stronghold of Naskus, the soldiers stationed in Ildir were abandoned long ago in favor of a more strategically sound location. To this day, the descendants of those soldiers are antagonistic toward the Empire and its allies, though they hold no love for the illusaory Vraenor. Its people value military service and function-over-form. Ildir and its inhabitants live up to legacy of those ancient soldiers, being one of the few peoples who continually manned the wall before its destruction.

  • The Kopakonua is a confederation of islands in the western sea, past Vraenor and Naskus. A fairly isolationist state, the people of the land produce various exotic goods and serve as traders between the contintent and the other islands, as well as a major naval force. Despite not practicing the faith preached by those on the mainland, the Kopakonua are generally left alone by missionaries and Naskan authorities for the sake of trade. Each island has a tribal leadership, with a king ruling over the chieftains.

  • The Empire of Naskus dates back to the Great War, the biproduct of dead and reforged alliances that took to absorbing smaller powers to assert its power. It is currently the mightiest and largest nation in Aklavion. Under its current Emperor, the people are free to do as they please, and often engage in military service or international trade. They are known for their stern, almost humorless demeanors.

  • Some say the Principality of Ocril came to be ruled by a long-lost prince of Shaodor when the King cast his son out after a botched assassination attempt. Its main exports are said to be poison, as Ocril and its people are best known for its assassins and spies. Individually, they are hardly a match. As one, they can be a force to be reckoned with.

  • The City-State of Pheros is a large, colorful state of artisans and merchants. Its first inhabitants were a freedom-seekers and those too eccentric to fit in elsewhere. Many of its funds, gathered from the higher classes through culturally-pressured charity, are used to maintain the city's appearance. It stands on its own and mainly interacts with other nations through trade alliances.

  • The Kingdom of Shaodor is a heavily fortified kingdom steeped in history. Following a great plague that swept the nation over two centuries ago, Shaodor closed itself off to the wider world and heavily restricted trade. The result was a xenophobic people who valued family ties, personal responsibility, and old legends hailing from a forgotten time. Its royal line has remained on the throne since its inception.

  • The Vraenor Empire is the utmost advanced in arcane research and military technology. Their purpose for destroying that which held them back is simple- to reclaim their lost homeland and impart vengeance on those who wronged their ancestors.


On Vraenor

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    Most commonfolk own small plots and holdings and possess a hereditary trade, with young men often serving a small stint in the military as a form of tradition before returning home to pursue a trade or take up the family profession. The highest honors usually awarded to commonfolk who do not become mages are appointments by the emperor to lower nobility, typically to a heraldic knighthood or a barony.

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    Above: the stately manor of a Count. Below: the manor of a heraldric knight.


    The nobility are responsible for governing local regions of the empire, with some nobles governing over others with lower titles. The home of a noble- regardless of a rank- is referred to as a "manor." Vreanoran noble titles are as follows, in descending order:

    -Duke/Duchess
    -Count/Countess
    -Marquis/Marquess
    -Baron/Baroness
    -Heraldic (Hereditary) Knighthoods

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    The Imperial Court is the gathering of officials and notable individuals across the Empire to speak with and bring issues before the Emperor. Any commoner can raise issue or seek guidance from the court. Regular members of the Court (aside from the Imperial Family) can include:

    -Government Ministers
    -Guild Representatives
    -Imperial Advisors
    -Individuals of Merit
    -Military Chiefs and Enlisted Advisors
    -Nobles
    -Sect Grandmasters

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    The great university of Vraenor, many mages and scientific thinkers alike spend some time studying and sharing research within the Arcanum's walls. It is home to the Great Library, an archive of all known historical and scientific texts, various laboraties, and a small learning hospital. It is maintained and run by the Filsiin Sect of mages.

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    Any citizen of the Empire has the right to attend the Assembly, although most of the voting and deliberations are performed by lords and representatives of the people. The Assembly serves to advise the emperor, bringing any and all pertinent information to the attention of the Imperial Court and the Emperor. The Assembly itself has the right to settle disputes involving inheritance of land and titles and act in some judiciary capacities.

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    The Imperial Army- commanded by the Lord High General and advised by the Imperial Command Sergeant of the Army- is Vraenor's largest military force. Some orphans are raised into the army by birth, while others begin training as young as fourteen. It is represented by a solid red flag and is organized into squads, platoons, companies, battalions, and brigades.

    Enlisted: Recruit, Private, Corporal, Sergeant, Staff Sergeant, Master Sergeant, Command Sergeant
    Officers: Second Lieutenant, First Lieutenant, Captain, Major, Colonel, Brigadier General, High General

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    Staffed by able men and mountain with the newest inventions in sail (including a more compact naval cannon), the Imperial Navy is a smaller force, but its brutal strength and efficienty is nothing to be looked down upon. The Imperial Navy also include the Imperial Marines, who are among the most deadly members of the empire's military. Some orphans are raised into the navy by birth, while others begin training as young as fourteen. In the Imperial Court, they are represented by the Lord High Admiral, Command General of the Marines, and their Enlisted Advisors. It is represented by a red and purple ensign.

    Navy
    Enlisted: Sailor, Sailor First Class, Petty Officer, Senior Petty Officer, Chief Petty Officer, Senior Chief Petty Officer, Master Chief Petty Officer
    Officers: Midshipman, Ensign, Lieutenant, Commander, Captain, Vice Admiral, High Admiral

    Marines
    Enlisted: Recruit, Private, Corporal, Sergeant, Staff Sergeant, Gunnery Sergeant, Command Sergeant
    Officers: Second Lieutenant, First Lieutenant, Captain, Major, Colonel, Brigadier General

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    While many Vraenoran women choose to remain in the home, men and women are mostly equal. Women have the right to buy property and divorce, as well as to practice their husband's trade should they be widowed. Women are only outright prevented from joining the regular military, though they are allowed to serve as military doctors, alchemists, mages, and other support personnel. Marriage cermonies are more private in larger towns and cities, and are more public in smaller towns and villages. These ceremonies are usually a religious affair.

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    As their situation occurred due to rather zealous religious beliefs, the Vraenor do not endorse any particular religion. Individuals are free to practice whatever religion they choose and religious institutions are exempt from taxation provided they meet various requirements.

  • Vraenoran currency is divided into gold, silver, and copper coins. These coins are often accompanied by gold and silver half-coins and quarter-coins, originally made from an error in the minting process.

    1 Gold Piece= 100 Silver = 10000 Copper
    1 Gold Half-Piece = 50 Silver = 5000 Copper
    1 Gold Quarter-Piece = 25 Silver = 2500 Copper
    1 Silver Piece = 100 Copper =1/100 Gold
    1 Silver Half-Piece = 50 Copper = 1/200 Gold
    1 Silver Quarter-Piece = 25 Copper = 1/400 Gold
    1 Copper = 1/100 Silver = 1/10000 Gold

    In short, a copper coin is a cent, a silver coin is a dollar, and a gold coin is one hundred dollars.

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    Vraenor, but nature of its development, is very self-sustaining. There are some groups and guilds who monitor and report on the economy as well as regulate some aspects of trade, but the markets are largely untouched except for basic regulation and taxation. Of the taxes taken from an average business or household (which usually averages between ten and fifteen percent), about one third will go to the Imperial government, while the remaining half is split between the local governments and the ruling lordships in addition to any military garrisons or other public institutions. All citizens except the Imperial Family and most government employees (including military personnel) must pay taxes on their earnings once a month while keeping their own record in addition to the local government's own record.

    Most wealth can be found in land holding, but those aren't quite liquid assets. Commonly, tradesmen are some of the wealthiest individuals in a village, behind the local lord and any magical or knowledge-based trades. The average mage can make a comfortable living for themselves, as can most citizens of the empire. Mages who are skilled and respectable enough can even match a lord in their wealth, as can people of many other professions including guild leaders and architects. Although social standing may be a bit rigid, commoners can accrue massive wealth in the right situations and wield as much social influence as the lords they live under.
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    The Vraenorans celebrate the lunar new year, as well as the solstices and equinoxes. They also celebrated "Founding Day," the official day on which the empire was brought into reality. The calendary consists of 365 five days, with one additional day every fourth year. Most odd months have thirty days (except Moristar, which has 31) and most even months have 31 days (except Illia and Frital, which have 30).

    Months:
    1. Moristar
    2. Illia
    3. Griern
    4. Ranor
    5. Newat
    6. Clains
    7. Casoth
    8. Auoth
    9. Shonol
    10. Frital
    11. Retios
    12. Frosal

    Holidays:
    Calendar New Year/New Year's Feast: 1 Mortstar
    Lunar New Year: 14 Illia (celebrated for two weeks)
    Spring Equinox: 20 Griern
    Summer Solstice: 21 Clains
    Founding Day: 13 Auoth
    Autumn Equinox: 22 Shonol
    Day of All Souls: 1 Retios
    Winter Solstice: 21 Frosal
    Relations between the various races that inhabit Vraenor has never been much of an issue- as exiles or descendants of the same, what usually matters is the weight on pulls. Of course, prejudices do still exist among certain people and within certain groups, but such is rarely of interest to the public since there is no true division between any of the races.
    Though once legal, slavery (hereditary or otherwise) as well as well as serfdom have been long abolished. Indentured servitude, however, does exist as a means to repay debt that the debtor cannot repay with coin. There are various laws ensure the practice is not performed unjustly, including a provision on how much debt is to be wiped away if the debtor should die and pass along that debt to their spouse or children.



The Sects

The Sects are groups of Vraenoran mages who study similar research and schools of magic. Each Sect is led by a Grandmaster, all of whom report directly of the Emperor. They are represented in the Imperial Court have voice in various matters.

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  • Known as "conjurors," members of the Belvut learn how to summon and bind familiars as well as create golems and illusions. As such, some of the most talented members of the Belvut can sustain a small fighting force in an emergency, although it requires a tremendous amount of will and focus.

    Schools: Conjuration, the School of Illusions

  • Perhaps the most distinguished of these groups, the Filsiin is a sect of scientists and historians who can trace the beginnings of their research to the research of the scientists of Beo and the ancient Oraculum. They are responsible for the care and mangement of the Arcanum Magnus, and dedicate themselves to the study of the sciences and the betterment of Vraenoran life. Many members of the Filsiin are addressed by the discipline they study. They do not follow ranks or schools in the conventional sense, and most become full members after an apprenticeship and presenting original research to a board of senior members.

  • The sect of alchemists, the Galgur research the nature of matrices of potions and how magic is channeled through them. A large amount of Vraenoran pharmacists belong to this sect, and possess no formal rank as the only true training is through an apprenticeship. Many alchemists are judged through their research, with some of the most notable researchers made to be the leaders of the organization.

    School: The School of Alchemy

  • Founded by the First Emperor, Gareth, who truly discovered dark magic, the members of Glimrel are simply called "dark mages." The Glimrel teaches the strengthing of the body and mind in order to strengthen the will, allowing for one to cast even greater spells. As such, many members of the Glimrel partake in intense physical regimens and deep meditation in order to strengthen themselves. Dark magic requires the strongest of wills as it taps into raw arcane energy with little change in form.

    Ranks: Dark Novice, Dark Apprentice, Dark Mage, Sorcerer, Grand Sorcerer
    Schools: Dark Magic

  • A military fraternity as much as it is a sect proper, all battlemages are part of the Kendov. Established by the First Emperor, Gareth, the Kendov research and study the proper use and role of magic in battle and war, as well as develop new evocations with which they can buff the soliders that they serve with, as well as increase their own abilities.

    Ranks: Recuit Battlemage, Apprentice Battlemage, Battlemage, Senior Battlemage, Knight-Battlemage
    Schools: the School of Defense, the School of Battle

  • Dedicated to healing magic and the study of medicine, members of the Stiildus sect make up the majority of Vraenor's doctors and students of the natural world, as seen though the practice of botanomancy (magic involving plants and calling on great beasts for aid). There are no true ranks, although full members are given the title of "doctor." Their learning is a combination of research and lecture combined with an apprenticeship.

    Schools: Botanomancy, the School of Healing, the School of Medicine

  • The eldest of the Sects, the Toor first banded together to study the simplest magic, mainfesting magic through the elements of nature. Members of the Toor are referred to as "elementalists," although those who seek mastery of a certain element are referred to by their arcane school.

    Ranks: Novice Elementalist, Apprentice Elementalist, Elementalist, Senior Elementalist, Master Elementalist
    Schools: Aeromancy, Astramancy, Cryomancy, Geomancy, Pyromancy


[fieldbox=Rules, red, solid, 8, book antiqua]
I. The Co-GMs are @Dipper and @Starlighter. They have full control in the GM's absence.
II. A minimum of a post per week is required.
III. The minimum post is a single strong paragraph or two average ones for scenes that aren't very action or dialogue heavy.
IV. The current player cap is eight individuals (five of which are open)
V. As of right now each writer is allowed one character, although some exception may be made for NPCs.
VI. Inform one of the GMs ahead of time about prolonged absences and such.
VII. If you have any questions or concerns, feel free to ask here or in a PM.
VIII. Romance is allowed, but any smut should be kept in private messages.
IX. All of Iwaku's general forum rules apply.
[/fieldbox]
 
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So if you make a character for the imperial army how high can your rank be?
 
Would you like me to make a map with all of the nations?
 
I'll write up a character for this later today!
 
I got my character up and she is looking for some relationships to have with others like: magical eacher, magical peers, penpals, lovers, students, any of that.
 
We can flesh out relationships between some of the characters. Most will need to be developed over time, however.
 
We can flesh out relationships between some of the characters. Most will need to be developed over time, however.
I know. I was just wondering if anyone wanted to have a past relationship or something.
 
We can flesh out relationships between some of the characters. Most will need to be developed over time, however.
I completely agree with this. I'd say starting relationship status would be interesting, at least stuff that stands out like this person does not trust this person at fucking all from first appearances. But again, that can come into play at the start. Suppose it mainly depends on how long some of these people have known each other.
 
@Neko_Green Just wanted to let you know that we'd have appreciated a bit more consultation in regards to your character's race. She's a fascinating character, but you kind of altered the given lore without poking us first.

This is also a bit of a reminder to other potential players: Please consult the GMs if you wish to go beyond the existing races. Thanks.

Edit: This also goes for new locations and pieces of lore.
 
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I told myself I would stray from the seductive raven haired beauty that I always tend to write whenever I roleplay with you
@AceSorcerer but long story short I failed. Lol. Still working on her history but the wip is up and if there's anything wrong or out of place feel free to push me in the right direction.
 
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I'll be honest, I didn't really try too hard with that CS. If it's not good enough or there's something wrong just let me know.
 
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@Neko_Green Just wanted to let you know that we'd have appreciated a bit more consultation in regards to your character's race. She's a fascinating character, but you kind of altered the given lore without poking us first.

This is also a bit of a reminder to other potential players: Please consult the GMs if you wish to go beyond the existing races. Thanks.

Edit: This also goes for new locations and pieces of lore.
I am so sorry I must have totally misunderstood what I read in the Interest Check. I am really sorry for that. Is there anything you would like me to change? I can make a land Duchess instead her be of the sea would conflict with plots and stuff.
 
@Dipper @FrostedCaramel your characters are officially accepted!

@Bears another raven beauty for a white haired mage, now we just have to see if she's going to work her way in. XD

@BlueFlameNikku Russel looks good so far.
 
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I am so sorry I must have totally misunderstood what I read in the Interest Check. I am really sorry for that. Is there anything you would like me to change? I can make a land Duchess instead her be of the sea would conflict with plots and stuff.
I think it would be nice if you adjusted her to be a normal humanoid. I've no qualms with her remaining a duchess, either. I would, however, increase her age because of the incoming murder and political intrigue.
 
I think it would be nice if you adjusted her to be a normal humanoid. I've no qualms with her remaining a duchess, either. I would, however, increase her age because of the incoming murder and political intrigue.
Got it that can work. I also just totally forgot to add a personality. Weird when I copied the CS over it must have gotten deleted. Again I am really sorry.
 
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Got it that can work. I also just totally forgot to add a personality. Weird when I copied the CS over it must have gotten deleted. Again I am really sorry.
No worries, we all make mistakes.
 
I'm working on a character sheet should have it done soon. Just real life keeps me busy at times.
 
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