A century and some ago, they believed that peace came to stay.
They were wrong.
The seven kingdoms -- Barqarnon, Merillial, Scarthia, Eajra, Talantera, the Plains and Lethe -- are at war again; in the dead of nights, when battlefields fall silent, allegiances are breaking and heirs are drawing their last breaths. Trust isn't an option for those who wish to live, espceially when the danger isn't just coming from the outside, but slowly creeping through all the kingdoms and turning those who are displeased with the rulers against them. The People started as a small group ignored by the powerful, but they won't be ignored anymore.
In the chaos of war stands the City of Nations. Free of disputes and offering an oasis of safety, it allows for development of arts and technology, hosts fairs and tournaments, treats people of all the nations the same. It is said that the City can create new beginnings and put an end to wars. On this day, royals and diplomats from the six kingdoms will meet, thus beginning a ten-day long meeting with one purpose: to bring about peace once more.
But behind the strong, tall walls guarding the paradisal city, peace is still merely an idea. The minds of ambassadors sent to attend the meeting are as sharp as the weapons hidden in their coats, words and actions just as poisonous as the cyanide stored in their perfume bottles. While the battles outside the walls are too far to affect the City, the decisions established at the meeting for peace are what will truly determine the war's outcome.
*
Ambassadors of the nations, settle in and relax. Visit the circus that just entered the city.
And be prepared -- the meeting is about to begin.
They were wrong.
The seven kingdoms -- Barqarnon, Merillial, Scarthia, Eajra, Talantera, the Plains and Lethe -- are at war again; in the dead of nights, when battlefields fall silent, allegiances are breaking and heirs are drawing their last breaths. Trust isn't an option for those who wish to live, espceially when the danger isn't just coming from the outside, but slowly creeping through all the kingdoms and turning those who are displeased with the rulers against them. The People started as a small group ignored by the powerful, but they won't be ignored anymore.
In the chaos of war stands the City of Nations. Free of disputes and offering an oasis of safety, it allows for development of arts and technology, hosts fairs and tournaments, treats people of all the nations the same. It is said that the City can create new beginnings and put an end to wars. On this day, royals and diplomats from the six kingdoms will meet, thus beginning a ten-day long meeting with one purpose: to bring about peace once more.
But behind the strong, tall walls guarding the paradisal city, peace is still merely an idea. The minds of ambassadors sent to attend the meeting are as sharp as the weapons hidden in their coats, words and actions just as poisonous as the cyanide stored in their perfume bottles. While the battles outside the walls are too far to affect the City, the decisions established at the meeting for peace are what will truly determine the war's outcome.
*
Ambassadors of the nations, settle in and relax. Visit the circus that just entered the city.
And be prepared -- the meeting is about to begin.
The Seven Kingdoms
~ Barqarnon
Spoiler
Set high in cold, dark, snowy mountains and hills, Barqarnon is traditionally considered to be home to dark mages and strange, dangerous beasts. Its history features rulers who put themselves before the people, with strong magic and apetite for dragon hunts, non-human creatures sitting on the throne and probably the highest number of betrayals and killings within any royal family.
For thousands of years, it was the Angroth family who ruled the kingdom. Their line of succession, however, ended when Joaquin Van Aldarean, with help of Marius Angroth (who remains known in history books as the First Sword of the Kingdoms), defeated the king-turned-demon Daerys Angroth and forced him and his allies into exile. Stories say that he, along with his closest advisor, still waits in the legendary and intangible Prison for someone to set them free. But of course, that's most likely just a myth.
Ever since, Barqarnon is ruled by the Van Aldarean family, currently in hands of Isa Van Aldarean and soon expected to be passed over to her grandson, the last remaining member of the Van Aldarean/Angroth bloodline. The queen rules with an iron fist and stone-cold determination, but it is a publicly known fact that her health is slowly deteriorating -- what's less publicly known, however, is that there's barely anything "slow" about it.
Though food and supplies are shipped into Barqarnon, there are local sources of food, such as livestock (lamb), goat milk, berries, rum/ale/wine and, lately, weapons. Local sources of wealth are coal, oil, mineral, and jewel mines in the mountains. Villages spot the mountains and hillsides, the largest of which sits in the shadow of The Crag - the royal fortress. Dragon hunts are no longer legal, especially since some of the royals have made a tradition of keeping dragons as pets instead, but Barqarnon is still more than rumoured to be the place where magic flourishes in the shadows.
Barqarnon's coat of arms remained the same for ages; it is gray and midnight blue, featuring a sword thrust into a heart.
For thousands of years, it was the Angroth family who ruled the kingdom. Their line of succession, however, ended when Joaquin Van Aldarean, with help of Marius Angroth (who remains known in history books as the First Sword of the Kingdoms), defeated the king-turned-demon Daerys Angroth and forced him and his allies into exile. Stories say that he, along with his closest advisor, still waits in the legendary and intangible Prison for someone to set them free. But of course, that's most likely just a myth.
Ever since, Barqarnon is ruled by the Van Aldarean family, currently in hands of Isa Van Aldarean and soon expected to be passed over to her grandson, the last remaining member of the Van Aldarean/Angroth bloodline. The queen rules with an iron fist and stone-cold determination, but it is a publicly known fact that her health is slowly deteriorating -- what's less publicly known, however, is that there's barely anything "slow" about it.
Though food and supplies are shipped into Barqarnon, there are local sources of food, such as livestock (lamb), goat milk, berries, rum/ale/wine and, lately, weapons. Local sources of wealth are coal, oil, mineral, and jewel mines in the mountains. Villages spot the mountains and hillsides, the largest of which sits in the shadow of The Crag - the royal fortress. Dragon hunts are no longer legal, especially since some of the royals have made a tradition of keeping dragons as pets instead, but Barqarnon is still more than rumoured to be the place where magic flourishes in the shadows.
Barqarnon's coat of arms remained the same for ages; it is gray and midnight blue, featuring a sword thrust into a heart.
~ Merillial
Spoiler
With plains and rivers used for transport, Merillial has always been a prosperous kingdom with enjoyable climate. It makes most of it's wealth from selling magical objects as well as traditional racial objects.
In Merillial, magic is the norm. From a very young age, children of all races are sent to the Royal School of Magic to learn how to use their powers, spells and magical objects. From 10-15, they are taught how to use their skills for a trade as well as how to fight. The students are allowed to choose which trade they are taught.
Merillial's army has units that are formed according to the person's type of magic, and not their race. It also has a special unit of the best students from the School called the Crimson Guard. They are picked for the strength, control and knowledge they have of their magic, as well as their physical capacities. When the country is not at war, they act as the royal family's bodyguards. They wear a black leather over-tunic with a crimson hawk stitched over the heart, white leggings with black stitching, and a crimson shirt with crimson boots. Their rank is stitched on the collar.
In Merillial, racial discrimination is against the law (which is enforced by the army). Anyone found guilty of this crime will be severely punished. Even small children respect this as they are told that they will go to the Prison otherwise. Gender discrimination is also becoming more and more frowned upon, despite the traditionalists being against equal gender rights, especially in the army.
Currently exploring the mix of magic and growing technological means.
The country is run by the royal family - the Meliors who've managed to keep the throne despite all odds for a ridiculously long amount of time;
Their flag is a red background with a black star, and their coat of arms features a black hawk on a crimson background.
In Merillial, magic is the norm. From a very young age, children of all races are sent to the Royal School of Magic to learn how to use their powers, spells and magical objects. From 10-15, they are taught how to use their skills for a trade as well as how to fight. The students are allowed to choose which trade they are taught.
Merillial's army has units that are formed according to the person's type of magic, and not their race. It also has a special unit of the best students from the School called the Crimson Guard. They are picked for the strength, control and knowledge they have of their magic, as well as their physical capacities. When the country is not at war, they act as the royal family's bodyguards. They wear a black leather over-tunic with a crimson hawk stitched over the heart, white leggings with black stitching, and a crimson shirt with crimson boots. Their rank is stitched on the collar.
In Merillial, racial discrimination is against the law (which is enforced by the army). Anyone found guilty of this crime will be severely punished. Even small children respect this as they are told that they will go to the Prison otherwise. Gender discrimination is also becoming more and more frowned upon, despite the traditionalists being against equal gender rights, especially in the army.
Currently exploring the mix of magic and growing technological means.
The country is run by the royal family - the Meliors who've managed to keep the throne despite all odds for a ridiculously long amount of time;
Their flag is a red background with a black star, and their coat of arms features a black hawk on a crimson background.
~ Eajra
Spoiler
A small but wealthy kingdom, covered by golden fields that produce enough food for not only the citizens, but enough to supply the neighboring kingdoms, but due to the extremely high taxes most of the produce is taken by the ambassador and then sold to the other kingdoms - or given to Barqarnon, and the lower classes have trouble growing enough to support themselves. The majority of the citizens are peasants, but a lot of rich merchants live in the cities, along with a few priviledged nobles.
After a long war with Barqarnon the queen at the time had to flee the kingdom and Eajra became a province of Baqarnon, the royal family there apointing an ambassador to oversee the province. The current ambassador is disliked by almost everyone due to the high taxes and policies that only benefit himself and the rich, and the only thing that's preventing a rebellion is the ambassador's army and his indiscriminate way of dealing harsh punishmnets to anyone who's rumored to have critizised him. The citizens therefor live in constant fear of him, and The People's influence among them is steadily increasing.
Their coat of arms looks like two big, golden, pompous lions, one holding a sword and the other holding wheat. The lions are dressed in fancy green robes. The background is red. Their flag has a red background and on it is a green cross with golden edges.
After a long war with Barqarnon the queen at the time had to flee the kingdom and Eajra became a province of Baqarnon, the royal family there apointing an ambassador to oversee the province. The current ambassador is disliked by almost everyone due to the high taxes and policies that only benefit himself and the rich, and the only thing that's preventing a rebellion is the ambassador's army and his indiscriminate way of dealing harsh punishmnets to anyone who's rumored to have critizised him. The citizens therefor live in constant fear of him, and The People's influence among them is steadily increasing.
Their coat of arms looks like two big, golden, pompous lions, one holding a sword and the other holding wheat. The lions are dressed in fancy green robes. The background is red. Their flag has a red background and on it is a green cross with golden edges.
~ Scarthia
Spoiler
A small country in the thick woods of the southwest, Scarthia has always been known as the land of arts and inventions. Everyone with a dream knew how to get there - builders and thinkers, magicians and performers, writers and actors, and those in search of new beginnings. A long time ago, after it had been destroyed and forgotten, it was raised from the ashes by queen Aqui Van Aldarean. Even after her death, when the throne was passed to her husband Brekyr Elgan, the kingdom remained almost ideal -- its borders are safe and protected by ancient magic, one giving control over it to the rightful ruler, and the nine temples in the capital city hold libraries and treasuries of generations.
The Cathedral, once home to the royal family, has closed its door to the royals just before the prince set on his journey to the City of Nations, and the woods surrounding the capital, along with creatures made of magic that reside within, has refused to adhere to their orders, with no explanation found thus far. None of that, however, is known outside the circle of the royal family.
The Cathedral, once home to the royal family, has closed its door to the royals just before the prince set on his journey to the City of Nations, and the woods surrounding the capital, along with creatures made of magic that reside within, has refused to adhere to their orders, with no explanation found thus far. None of that, however, is known outside the circle of the royal family.
~ Lethe
Spoiler
Set in the east, across the ocean from the continental part of the world, Lethe has always been famous for keeping away from all the wars and problems of the Continent. Although counted as one of the kingdoms, little is truly known about it outside of its borders, and its people and rulers like it that way.
It's an island kingdom with a diverse nature and generally warm climate, still following the old traditions and basing their culture around the legends of the Prison. Once upon a time, it is said in stories, Lethe used to be home to another country, less physical and less accessible than itself - the Prison, a legendary realm where people and creatures who had commited the worst of crimes were sent to stay for the rest of their lives.
Today, however, there is no sign that the Prison has ever truly existed. For several generations now, following the events no one quite knows the details of, the country is ruled by a branch of the original Angroth family, proudly sticking to their beliefs and practices. Although with a bitterness about their ancestors getting exiled from their own kingdom, and an everlasting desire to return to the mountains of Barqarnon, the royals in Lethe rule fairly and the cuntry prospers. It is separated into smaller provinces, each ruled by a family that reports to the royals. The Angroths rule as a family as well, with the eldest daughter about to take over the crown of their recently deceased mother.
Their coat of arms is a silver dragon curled in the shape of an eye, with an emerald iris in the middle, and it's featured on their flag with a black background.
It's an island kingdom with a diverse nature and generally warm climate, still following the old traditions and basing their culture around the legends of the Prison. Once upon a time, it is said in stories, Lethe used to be home to another country, less physical and less accessible than itself - the Prison, a legendary realm where people and creatures who had commited the worst of crimes were sent to stay for the rest of their lives.
Today, however, there is no sign that the Prison has ever truly existed. For several generations now, following the events no one quite knows the details of, the country is ruled by a branch of the original Angroth family, proudly sticking to their beliefs and practices. Although with a bitterness about their ancestors getting exiled from their own kingdom, and an everlasting desire to return to the mountains of Barqarnon, the royals in Lethe rule fairly and the cuntry prospers. It is separated into smaller provinces, each ruled by a family that reports to the royals. The Angroths rule as a family as well, with the eldest daughter about to take over the crown of their recently deceased mother.
Their coat of arms is a silver dragon curled in the shape of an eye, with an emerald iris in the middle, and it's featured on their flag with a black background.
~ Talantera
Spoiler
Talantera reaches along the coast and big rivers are spread across it which make the kingdom perfect for trading with a lot of the other kingdoms. The kingdom has a big navy which is currently being improved and expanded by the new ruler and The People. The people of Talentera are mostly fishermen, sailors and merchants. The soil in the area is quite gravelly and is not fit for cultivating crops so the peoples diets consist predominently of seafood and native plants to the area - many of these plants are used for remedies of different kinds, and the people are known for being healthy and living longer than most.
The kingdom is ruled by a figurehead ruler put on the throne by The People after they overthrew the former king, and they rule from the palace, which is made of glass and marble and a true wonder of the kingdoms.
Talantera is quite technologically advanced, prefering to invest in new ideas rather than treasure and reputations, and any new piece of technology is quickly brought to the kingdom by it's trading routes.
The coat of arms is a finned sea-serpent coiled in a straight line up the middle with an engraving of the marble city across the ocean in the background.
The kingdom is ruled by a figurehead ruler put on the throne by The People after they overthrew the former king, and they rule from the palace, which is made of glass and marble and a true wonder of the kingdoms.
Talantera is quite technologically advanced, prefering to invest in new ideas rather than treasure and reputations, and any new piece of technology is quickly brought to the kingdom by it's trading routes.
The coat of arms is a finned sea-serpent coiled in a straight line up the middle with an engraving of the marble city across the ocean in the background.
~ The Plains
Spoiler
The Plains is a vast and barren landscape, where the ground is frozen more often than not. To survive on the tundra is difficult, but there are a few nomad tribes that have managed to make it their home. They survive by breeding herds of reindeer, which provide them with both furs, horns, milk, meat and everything else they need. To be able to keep their herds together they tame giant snow tigers that they use as means for transportation, and some of the nomads sleep next to their snow tiger to help them keep warm at night. They live in tent-like huts, which are easy to transport just like everything else they own.
The different tribes all have different symbols and colours, as they all have their own leaders. The role of the leader is inherited from father to son or from mother to daughter, depending on the tribe. Each tribe also has a shaman, who acts as a negotiator between people and their many gods, as well as the doctor. The only times the tribes get together is during arranged marriages between two tribes, as well as the annual slaughter.
Ruled by the Council: Representatives from each tribe are elected as members of the Council for five years and come together at the annual slaughter to discuss peace between the tribes and how they'll work together. The Council is advised by the Elders of the tribes who want to do so. Representative Coucil members also attend the sessions, but do not participate so as not to be too partial when they go to the City of Nations.
The Council is mainly focused on regulating the tensions between the tribes that have been caused by the creation of the council. As in they're trying to stop a civil war. They're not hugely interested in the war between the rest of the kingdoms so long as they don't worsen the situation in the Plains.
The different tribes all have different symbols and colours, as they all have their own leaders. The role of the leader is inherited from father to son or from mother to daughter, depending on the tribe. Each tribe also has a shaman, who acts as a negotiator between people and their many gods, as well as the doctor. The only times the tribes get together is during arranged marriages between two tribes, as well as the annual slaughter.
Ruled by the Council: Representatives from each tribe are elected as members of the Council for five years and come together at the annual slaughter to discuss peace between the tribes and how they'll work together. The Council is advised by the Elders of the tribes who want to do so. Representative Coucil members also attend the sessions, but do not participate so as not to be too partial when they go to the City of Nations.
The Council is mainly focused on regulating the tensions between the tribes that have been caused by the creation of the council. As in they're trying to stop a civil war. They're not hugely interested in the war between the rest of the kingdoms so long as they don't worsen the situation in the Plains.
*
This Storybook is a reboot of a reboot of an old one. As such, its cast is hand-picked and already acquainted with the way it all works. That said, if you really REALLY want to join and have a great idea, shoot a PM to Aria or post in the DT. It doesn't matter how used you are to Storybooking, but we do expect you to be willing to learn and able to collaborate and compromise a lot.
