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Thread: Alerar - The Basics

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    Alerar - The Basics

    Alerar

    Area: approximately 4.96 million sq. miles or 8 millions sq. km (roughly the
    size of Brazil)
    Population: approximately 16 million
    People: 81% Aleraran Elf, 10% Dwarf , 9% Other
    Languages: Primary - Aleraran, Secondary - Dwarven, Common
    Climate: Relatively temperate. There is snow in the northern parts of Alerar in the winter, such as Kachuk, but the southern regions of the country can get very hot, so much so that hardy tropical vegetation is able to survive in the southern Fields of Khu'fein.

    Capital: Ettermire
    Government: Puppet Monarchy, controlled by the High Graf and his clique.
    Heads of State: King Edari'axa, High Graf Schynius
    State Religion: Secular, although people are allowed to practice whatever
    religions they wish privately.
    Military: The United Army of Alerar (UAA)
    Major Adversaries: Raiaera

    Borders:
    Raiaera (East), Salvar (North), Fallien (The Sea to the West)
    Main Ports: Etheria Port
    Major Exports: Gunpowder, Coal, Rare Metals, Technology
    Major Imports: Food, Textiles

    Attitudes:

    Corone
    : Distrust - Alerar feels that Corone's pro-Raiaerian attitude is harmful to Aleraran intentions and goals.
    Raiaera: Hostile - There is an open hatred for all things Raiaerian, Alerar feels the weaker elves are in desperate needs of a push off their high horse.
    Fallien: Neutral - Alerar considers the Fallien's a barbaric and foolish people. While the idea of a female monarch was indeed implemented in Alerar, having an entire line of female rulers seems ludicrous and dangerous to the civilized Alerarans.
    Salvar: Alliance The proud humans of Salvar, though weak in physical stature, still seem among the more intelligent creatures to grace the face of Althanas. Indeed, brothers in arms against the world of savages.
    Dheathain: Neutral Alerar knows little of these people, and frankly the remote location keeps them from caring.

    Technologies and Armies.

    Alerar is the only nation on Althanas to have mastered flintlock gun technology, as well as mastered gunpowder and steam to their whims. As such, their armies have a major advantage over other nations when it comes to warfare. What it lacks in discipline and training, it makes up for in manpower and machinery.

    Every foot soldier of Alerar's proud army is armed with mass-produced (and slightly inferior quality) steel short sword, chest plate, and armor. Their weapon of choice, despite its shortcomings, is a flintlock rifle.

    Horses are severely lacking, but recent attempts at horseless chariots and carriages of steam and iron have proved successful, if not dangerous to their operators.
    Last edited by Arsène; 06-14-09 at 10:57 PM.
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    Geography

    Alerar is a vast continent with very diverse landscapes. This will be a brief area by area overview of the continent.

    To the north, Alerar shares a border with Salvar. This is the mountainous region which contains Kachuk. There are a number of passes in these mountains which lead into Salvar, but none are easy as this is some of the harshest mountain terrain in all of Althanas.

    Just to the south of these mountains is L' Renor Harlilen, or The Black Steppe. This is a sparsely populated region between the central plains and before the Kachuk Mountains.

    To the east lie Twilit Peaks, known in Alerar as the Mountains of Dawn, (depends on which side you are on) and the border with Raiaera. These mountains are mostly easy to pass, mainly along the Valinatal Pass (or the Niadath Pass, as it is called in Raiaera). As they move north, these mountains blend in with the Kachuck Mountains that form the northern border between Salvar and Alerar.

    The southern and central regions comprise the Fields of Khu'fein, the large flatland where most of Alerar's population resides. It is here in the south-center of the continent you can find Ettermire, the capital, and Etheria Port in the south, one of Alerar's major ports.

    To the far west and southwest are yet more mountains, and beyond them, the sea.
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    History

    Althanas Timeline


    (All changes in this timeline from the original are official)


    Between 12,048 and 10,048 years ago [c. CE 2060 - c. CE 4020]
    -- The War of the Tap begins. As all of Althanas is thrust into war the elves on the continent of Raiaera find themselves in constant battles with each other. The dark elves feel that elven magic is too ineffective versus the Forgotten Ones and plead for the opportunity to carry out their own plans. The chance never comes and animosity grows. After numerous losing battles with elven commanders in charge of dark elven troops many elves begin to call for the expulsion of the dark elves from Raiaera. With the battles against Podë and Xem'zûnd seemingly lost, the dark elves begin their exodus west to Alerar where they intend to prove themselves against the forces of Nyvengaal.

    Between 7,500 and 2,000 years ago [CWD 2548 - CL 3047]
    -- The War of the Tap is over but many of Nyvangaal’s forces remain in Alerar. In conjunction with the dwarves who originally inhabited Alerar the dark elves expel the last of Nyvangaal’s forces from Alerar. As the dark elves and dwarves resettle the land more fighting ensues with a nomadic tribe known as the Valinthe. Hailing from the mountains of Kachuk and southern Salvar these ancient, unknown warriors bring constant strife to the united forces of Alerar. Hostilities culminated in the Battle of Khu’fein, where dwarven priests and dark elven sorcerers sealed away the souls of the Valinthe in the Anti-Firmament. The act still remains the largest ritual spell casting ever performed in Alerar.

    Approx. 2,000 years ago [CL 3047] [DW 1]
    -- Peace is once again short lived on Alerar as the Demon Wars begin. Alerar sees less action then the rest of Althanas but sizeable demon armies still arrive through the Haidian Portal found in the Mountains of Dawn. Tension grows between the dark elves and dwarves as the dwarves relate the arrival of the dark elves as the start of an unprecedented period of war.

    Approx. 1,799 years ago [CP 2] [202 DW]
    -- With the demons banished to Haidia and no further imminent threats the dark elves begin to expand throughout Alerar. The dwarves, who are now mostly cast aside by the dark elves, do not take kindly to what they see as the robbery of land that is rightfully theirs. The War of Inference begins.

    Approx. 1,784 years ago [CP 15] [215 DW]
    -- The Battle of L’Renar Harlilen is fought near modern day Ettermire, just south of the region which is it’s namesake. The dwarves inflict heavy losses on the dark elves, who lose their King, Elrohir Fararil. Vazerith, the only son and eldest child of Elrohir refuses the throne. That leaves his daughter, Valsharess, as the first Queen of Alerar. Vazerith and his younger cousin Sindareth Vordutin take over the armies and defeat the dwarves within three days.

    Approx. 1,785 years ago [CP 16] [DW 216]
    -- The War of Inference ends. The Treaty of Congruity is signed and the dark elves retain possession of the Aleranian lowlands. The dwarves are moved to the Mountains of Kachuk in the north.

    Approx. 1,723 years ago [CP 78] [DW 278]
    -- Ettermire is founded near the historic site of the Battle of L’Renar Harlilen.

    Approx. 1,640 years ago [CP 161] [361 DW]
    -- The first rudimentary steam power is used on Althanas. An enterprising young dark elf of the “technological generation” creates a millstone which is run on steam. Production of Aleranian weapons goes up fifty-fold almost overnight.

    Approx. 1,300 years ago [CP 501] [DW 701]
    -- The second major technological breakthrough of Alerar: gunpowder is introduced to Althanas. Alerar begins producing small firearms and cannon. The secrets of Alerar’s technology become a closely guarded secret and Alerar becomes the most reclusive nation on Althanas.

    Approx. 800 years ago [CP 1001] [DW 1201]
    -- Feeling they have reached the pinnacle of technological achievement the dark elves now begin tampering with how to mix technology and magic. Early versions of fire cannons are created and some even speak of developing machines that can fly.

    -- It is also during this time that the first rumblings of bringing war to Raiaera begin. With their advanced arsenal many in Alerar believe that it is time to repay the Raiaerans for their past transgressions and for pushing them into centuries of war.

    -- No moves are made and Alerar enjoys a period of prolonged peace and prosperity.

    Approx. 124 years ago [CP 1677] [DW 1877]
    -- Vazerith unexpectedly steps down as Lord General of Alerar’s armies. Vordutin becomes Lord General of the Armies. The biggest proponent of war with Raiaera, extensive training of the Mazzra begins.

    Approx. 3 years ago [CP 1798] [DW 1998]
    -- For unknown reasons a mysterious human is enlisted into the Aleranian Army. Though it creates somewhat of a fuss, Thoracis Rakarth quickly rises through the ranks, eventually becoming a Lieutenant General directly beneath Lord General Vordutin. Few in Alerar are aware that Thoracis is the last living being of Valinthe decent.

    Approx. 2 years ago [CP 1799] [DW 1999]
    -- War returns to Alerar. With Thoracis Rakarth at the helm the Aleranian Armies march into Raiaera. Hostilities begin at the Battle of Valinatal where a battalion of Raiaeran troops is tipped off to the oncoming Aleranian threat. A short siege ensued. In his youthful haste to end the war Thoracis rode to the city gates, challenging Devon Starslayer, legendary hero of Raiaera to a duel. Devon responded with a massive counterattack, sending volley after volley of arrows into Thoracis’ unit. The general fell and the battle was lost.

    Present day [CP 1801] [DW 2001]

    -- The war with Raiaera has been at a standstill since the disaster at Valinatal. Alerar has become strife with civil war. The armed forces have split into innumerable factions. Among them are the old Aleranian Army, the Kyorl, the Rangir, the Resistance, and a small amount of forces still loyal to Thoracis, who has since been exiled from the county.

    --Queen Valsharess is assassinated. A distant relative with shaky claims to the throne takes control with the help of is adviser, Graf Schynius. King Edari'axa takes rule, and he appoints Schynius as high Graf. Behind the scenes, Schynius controls the actions of the monarch. Through chaos and suspicion, the High Graf tries his best to keep Alerar together, mostly by pointing fingers elsewhere.

    -- It seems finally Alerar has found its peace. The dissenters of Edari'axa's rule have either sworn their loyalty or been dealt in brutal and public fashion. Alerar's industry, pushed on by Schynius' personal fortune and fortitude, have begun producing arms, armor, and new technologies at a surprising rate. It seems as the rest of the world stays in turmoil, Alerar has only united and fortified.
    Last edited by Arsène; 06-14-09 at 10:46 PM.
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    Locations

    Alerar Locations (In Brief)

    Ettermire: Located in north-central Alerar, the capital city of Ettermire is one of the largest cities in all of Althanas. Most of this size can be attributed to the higher level of technology that Alerar possesses over the rest of the world. “The City of Industry,” as it is often referred, is home to nine-tenths of all “manufacturing” on Althanas. Factories comprise almost two-fifths of the city which mass produce such things with steam power as weapons and armor, guns and artillery, metal machining, mining equipment, and the vaunted Aleranan airships. (Further explained in Alerar Technology - soon to come.) It is a sprawling metropolis of rich and poor, lit grimly by filtered sunlight through blackened sky.

    Locations of Interest within Ettermire

    Valshath d'Isto: The Dark Palace, seat of power and one of the most fortified palaces ever seen.

    El'inssring: The “Great Tavern” is the largest inn in Alerar. Almost anyone who comes to Ettermire can’t help but visit the famed El’inssring for it’s entertainment and alluring spectacles. Caution is advised however, for like most places in Alerar an outsider can quickly find himself in trouble with the locals.

    The Bottomless Pit: Often referred to as the shady little brother of El’inssring, The Bottomless Pit is everything the Great Tavern is not. It is small and dark, the hub of much of Ettermire’s criminal activity. Despite its dangers to outsiders many are drawn to the underground battle arena for which the bar derives its name.
    Last edited by Arsène; 06-14-09 at 10:48 PM.
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    Races

    Dark Elves - Racial description.

    Dark Elves are a curious and diverse breed by nature. Many are familiar with the black skinned, white haired breed. But most Dark Elves do not look this way. The people can range from tan to olive to black skin in complexion. Their hair could be shades of brown, black, and white. Some have sharp facial features, some are more rounded, but most fall in the middle. The Dark Elves are known for their sharp and keen eyes, which commonly are black or brown. More exotic and rare shades such as red, yellow, and even blue are not unknown however. Dark Elves, like their counter-parts in Raiaera, have pointed ears. However, the Dark Elves are known to be less pointed and some even point more backwards then up.

    The people of Alerar are more hardy then the elves of Raiaera. While not overly muscular, there are few Dark elves that are as lithe as the elves. They are a stronger people, whose bodies match their will.


    Dwarves - Racial Description

    Dwarves are known for a multitude of appearances that are all rather similar. Short, gruff, stocky, unkempt; the dwarves are the butt of almost every racial joke. But these strong and proud people have a rich and fruitful history behind them, easily standing shoulders above the rest when it comes to battle prowess and lucrative business opportunities.

    Dwarves are divided into family units, known as clans. Each of these are headed by a patriarch, or matriarch as the case may be, who decides weddings and family businesses. This powerful family figure usually has the finally say in most cases, and disobeying him or her could lead to ones death.

    The dwarves of Kachuck proudly display their beards, wrapped and beaded in lovely designs. However, almost all decoration has some purpose in war or business. While trinkets like gilded axes and pearl beads can be seen as a level of social status, they also serve to intimidate both enemies and clients.
    Last edited by Arsène; 10-17-08 at 09:27 PM.
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    Structure of Rule

    Here is a run down of noble titles in Alerar, their descriptions, and noteworthy people with the title. *This is subject to edits to add names*

    The Sovereign (King or Queen) - This is the highest rank in all of Alerar; and it is only obtainable by birthright or conquest. The Sovereign has final say in most matters, and a King or Queen could spell prosperity or ruin for the realm; depending upon their abilities to rule.

    People of Note:
    *The Late Queen Valsharess
    *King Edari'axa

    The Freigraf: (Or High Graf) The top adviser to the Sovereign, this title is obtainable from the rank of Graf. It is a level of high importance and only the most clever and resourceful Graf can hope to achieve it.

    People of note:
    *High Graf Schynius

    The Prince/Princess: The title of prince or princess does not always denote a direct line of parent to offspring connected to the reigning monarch. Many who have this title owe it to the reigning sovereign being an uncle or granduncle. Even siblings and cousins to the current ruler are considered prince(sses), although they can hold dual titles (like Graf, high Graf, etc.)

    People of note:
    *Formerly Edari'axa
    *Other various distant cousins, though few are in the public eye.

    Graf: The highest title of nobility below the sovereign or their family, and of course below the High Graf, the Grafs of Alerar are a small elite who make up the ruling councils to debate and put forth issues for the High Graf, who then directs these issues to the king. Grafs can be generals or wealthy land owners, but they are usually the top of these chains of command. The Graf might have lower nobility officers beneath him in the army, or lower nobles to tend more directly to the land. The name of the land under the Graf's sway is usually presented after their name; for example, Schynius is High Graf Schynius of Ettermire. *Although Ettermire is given to the current High Graf.*

    Burgrafs: These are lesser grafs, who deal with the land and soldiers (as officers) of the Grafs above them. Just another link on the chain downward, the Burgrafs are always second to those higher ups.

    Freiherr: A step down from Burgrafs are the Freiherr. However, these nobles seem to have more freedom, as they are not so directly controlled by their superiors. The chain around their neck is loosened when compared to how much control the Grafs have over their Burgrafs. *This is the highest noble title that can be earned by a non-noble in Alerar, at first. However, one must show considerable use to Alerar for this to be earned. This can be used as a stepping stone to gain higher rank, but only through much effort.*

    The Edler: With the Queen dead, King Edari'axa found his Kingdom in shambles. But always with the plan, Schynius quickly found a solution. Throughout the land, elite guards and scholars were sent to find the best and brightest (In many cases, the oldest) to hold a new noble title that was only held by one person and that could not be passed down from father to son/Mother to daughter. This was the Edler, the bureaucrats of the empire. Through tests and training, new plans were divised by these men to help organize the rubble of Alerar. From city planning and civil service, to military organization and supplement, the Elder make sure the cogs of Alerar run as smoothly as possible. *This title, unlike the rest, is not hereditary. It stays with one person. However, it is a title of honor and respect, and often fear.*

    The Ritters: This rank can only be earned through military achievement, and one must be a registered soldier with Alerar to earn it. Simple, subtle, with little in the way of sway or power, this title is purely aesthetic. It's an honor, a badge, and one that goes from father to son/mother to daughter. The Ritters are knights of Alerar, non-birthright captains who lead their soldiers by example, and not by coin purse.
    Malachi
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    Region Writer for Alerar.

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