Alerar

Alerar is a vast region occupying the central inland and western coast of the Althanas mainland. Like Raiaera to the east, this land was originally populated by Human and Dwarven clans, but then settled by a group of dissident Elves who made a mass exodus from a once united Raiaera over an ideological split between the use of magic and technology. Over the ages, this group of exiles established dominance over the area leaving none in their wake saver for the industrious Dwarves, who introduced them to Alchemy. It was through this esoteric protoscience that Alerar became the most technologically advanced nation in the known world. It is also through this, and the harsh climate of Alerar, that the Elves here “evolved” into the Dark Elves we know today.

Alerar is a land of mineral rich mountains and endless plains, harsh stormy weather and wondrous (if not dirty) cities. There isn’t a place in the region where one cannot see an airship on the horizon. The Dwarves, Dark Elves, and even some Humans are toiling every day over new technologies, and debating over new and radical theories. It is no wonder why some call this the Land of Discovery, with its brass, gears, clockworks, and flying machines. But there is a price to pay for the dark side of science and magic are never far, and the sometimes draconian culture of Alerar makes sure of that.

Throughout history, Alerar has experienced many hardships and many triumphs, beginning with their exodus from the land of Raiaera, to the challenges of colonization in a deceptive landscape, conquest over the land’s indigenous people, and (most importantly) their battles with themselves. The country has trudged through isolationism, insurrection, civil war, attempted invasion, and even an assassination that is more recent than most would care to admit. But they emerged as the most militarily dominant and most technologically advanced nation in the known world. Alerar has even managed to conquer the western half of its rival nation, Raiaera. It seems as the rest of the world stays in turmoil, Alerar has only united and fortified.


Alerar
Capital Ettermire
Form of Government Aristocratic Monarchy
Ruler(s) King Edari'axa, High Graf Schynius
Legal System Private Law
Official Language(s) Aleraran/Drow-Primary, Common-Secondary
Population Approximately 16,000,000
Religious Type Secular
Literacy 94%
Technology level Early Industrial
Major Imports Food, Textiles
Major Exports Rare Metal, Ore, Manufactured Goods
Natural Resources Rare Mineral/Ore, Coal




Geography

Alerar occupies a substantial area of the Northern Althanas mainland, sharing land boarders with Raiaera in the east, Salvar to the north, and the Tular Plains to the south. Its size, relief, climate, and natural resources make for a geographically diverse nation. The nation’s topography gradually descends from the towering peaks of the Kachuck Mountains in the north to the flood plains of Tular River to the south.

Starting at the North, Alerar shares a boarder with Salvar along the apex of the Kachuck Mountains, which are a rugged and complex mass of ridges and ranges. The cliffs and summits of these mountains harbor what many consider the largest population of Dwarves in the known world. The Mountains end quite abruptly as demonstrated by the Kachuck Cataract, Althanas tallest and most powerful waterfall. They give way to the Aleraran Steppe – a vast belt of grasslands and shrub lands that stretch all the way from the west coast to the Kachuck River in the east. Within this region lies the Black Steppe, the place of all battles in Alerar, and it ends just north of the capital of Ettermire.

The central and southern region of Alerar consist of the Fields of Khu’Fein. This is by far the largest region of the country, with rolling hills sprinkled with small temperate broadleaf woodlands. These are often kept insignificant due to the sever weather of the region. The fields are mostly dominated by perpetual meadows, in which environmental factors restrict growth of woody plants. The heavy rains saturate the central fields with water, while the severe lack of rain creates the dry meadows near the Tular River boarder in the south, and the salt sprays create coastal meadows near Etheria Port region in the south east.

Finally the Mountains of Dawn in the east separate Alerar from its rival brother nation Raiaera.

Places Of Interest

Ettermire: Located in 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. It is a sprawling metropolis of rich and poor, lit grimly by filtered sunlight through blackened sky. The following items are locations of interest within Ettermire.

Valshath d’ Isto - The Dark Palace, The Seat of The King. There were few buildings in Ettermire; few buildings in all of Althanas, really, that could stand up to the architectural and engineering genius that served as the very heart of Alerar. Floor upon floor of black marble extended above the Industrial Mecca of Althanas, a shadow upon shadows in the darkest city in the land. Black smoke poured from various workshops inside the Palace, a never ending reminder of the work that was being done, forever adding to the rancid smog that stayed afloat far above the city. It was a common quip among Aleranians to say that Ettermire was brighter at night then during the day, the lights and fires of the industry giving the city a brighter glow then the small amount of sun that could penetrate the smog during the day. The immediate area surrounding the Palace was kept fairly clean, but the further away you traveled the worse the pollution became, streets and buildings alike covered in the soot and ash of a steam powered city. Yes indeed, Valshath d’ Isto was the jewel of Ettermire; the twisted, dark, black onyx of Althanas.

The Library Of Ankhas - This is the largest library in the known world. The main reading room of the library has a massive free-standing dome, with an immensely ornate carved desk in the center of the room. There are entrances at the four cardinal directions, and bookshelves radiate outwards in spokes from the central desk, with spaces here and there for tables and study rooms. The library descends into the ground, with many more pieces of its collection held in underground reading rooms, vaults, and special preservation chambers. Many wonder why Alerar is not more selfish with its knowledge, for the tomes and scrolls hold many secrets that should be jealously guarded. However once one realizes the grand scale the library is on, it is easy to see that Alerar enjoys flaunting its knowledge to the rest of the world. Indeed, removing sterotypes of savagery and barbarism is simple enough with such a house of learning.

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.


Kachuck: Named after the mountain range it lies within, the Dwarven city of Kachuck is the most renowned mine in Althanas. The dwarves here are very suspicious of outsiders, but if you can get in their good graces you might land some of the best weaponry on Althanas...for a price. Some areas of interest in Kachuk are listed below.

The Mine Shaft - The Mines of Kachuck are filled with some of the finest metals in the whole world. However, they are also home to dark and deadly creatures...and dwarves do not take kindly to those that would steal their ore.

The Armory - The Armory is where the dwarves and dark elves sell their wares to those who make the long journey to Kachuck -- and who earn their trust. Excellent armor and weaponry of all sorts can be purchased here, but only if the dwarves decide they like you.


Nauplez: Located just south of the Kachuck Mountains, the town of Nauplez is home to most of the country's genius Elders and has thus become the research capital of the country. It is inhabited almost entirely by brilliant Alchemists working on new experiments to present to the King and his Court, and it has been credited for the development of most of Alerar's major technological breakthroughs.

Demographics

Alerar has two dominant races, the Dark Elves, and the Dwarves. They both often call themselves the “Alerodias” which translates to “Aleraran” as their national identity is considered just as important as their racial identity. All citizens of the county, whether Dark Elf, Dwarf or even Human are encouraged to use this term. It is a term that shows loyalty to the nation.


The Dark Elves

The Dark Elves sometimes refer to themselves as “Sel Darthirii” or the “New Elves” in an effort to separate themselves from the Raiaerans. In Common tongue they will refer to themselves as Dark Elves or Aleraran Elves, but rarely will they call themselves Drow. This is not necessarily a pejorative term, but it is not considered politically correct. They also refuse to call Raiaeran Elves “High Elf” just as the Raiaeran Elves refuse to call them “New Elf”. Dark Elves compose about 75% of Alerar’s population.

The Dark Elves have pointed ears just like their Raiaeran cousins, but that’s where the similarities end. They are a hardier people than even the wood elves of Concordia. It is rumored that a Dark Elf’s potential muscle mass is almost as great as a Human’s although this is rarely seen. Their features are more rounded, and are considered somewhat exotic by other races. Their eye and hair color run the gamut of Human range but extend into the neon color range. Thick Dark Elf hair may be silver, and far seeing eyes may be neon green.

Their skin pigmentation is by far their most notable feature, and stems from their common ability to quickly accumulate melanin to cope with the harsh sun of their humid subtropical climate, and their ability to absorb the ash and soot of their highly polluted urban areas. The majority of Dark Elves pigmentation ranges from olive to an almost pitch black cocoa. This being said, there are Dark Elves with skin just as pale as a High Elf’s, and the stereotypical ashen skinned, silver haired, wiry lurker of the darkness does exist, but is a rarity. This distinctive and intimidating image is easy for uneducated foreigners to feed off of, and it is an easy target of Raiaeran propaganda.

The Dark Elves’ life expectancy is significantly shorter than that of the Raiaerans’, ranging from 3900 to around 4000 years. Aleraran Alchemists posit that this isn’t because the Raiaeran Elves’ Song Magic extends their lives, but because the pollution from their technology shortens their own. Unlike the Raiaeran’s, Dark Elves that reach the end of their lives end them surprisingly peacefully by going to sleep and not waking up again. They are buried with ceremonies much like a Human’s, but without the coffin, as discovery of the decomposition process in nature has led Alerarans to believe that contributing one’s body back to the land will contribute to future generations.


The Dwarves

Dwarves, although present in small numbers around all of the known world are most present and acknowledged here in Alerar. They refer to themselves as the “Khazad” which translates directly to their namesake in common. They compose about 15% of the population.

Short, gruff, stocky, unkempt; the dwarves are the butt of almost every racial joke. Simply take a Human, stretch its width an extra shoulder length, compact its height two to three feet, and add a stone of muscle or fat, and you have a Dwarf. Their voices are just as gruff as their appearance.


Humans

Man and other sentient species compose the rest of Alerar's population.

Economy

Alerar’s economy is mainly driven by manufactured goods, rare metals, and tools of war.

The Kachuck mountains harbor much of the world’s more precious metals, including silver, gold, mythril, delhar, damascus, and others. The Dwarves make good profit selling the ore mined from their region to their biggest clients, the Dark Elves, who then forge them and sell them the world over. The Aleraran’s manufacturing advancements make the forged products quite cheap, however their quality may not match that of a personal weapon. It is said more than thirty percent of all weapons and armor in Northern Althanas come from Alerar.

Although the Dwarves are some of the best forgers in the world, they prefer to make personalized weapons for those who have earned the privilege or are willing to pay enough money. The rare ore that comes from their mountains provide plenty of profit for them.

The products of Alchemy have become quite a commodity in Althanas as of late. Potion brewery and manufacturing have combined to allow massive exports of lesser health elixirs that can help Humans heal from colds, survive dangerous illnesses, and improve their overall way of life. Particularly potent or customized elixirs, however, require a visit to Alerar and perhaps a thick coin purse. Alerar’s particular brand of Alchemy combined with their spiteful spirit towards the Raiaerans, has facilitated business for permanent enchantments through Alchemic Inscriptions, but it is only a small dent in an already small market.

One of Alerar’s greatest exports has been that of their Elders, the engineers of the nation. The best and brightest of Alerar are a worldly bunch, and often help other nations and private clients overseas of their own volition. Wherever they might be they regularly send the Crown a cut of their hefty profits.

The Alerarans also export minor pieces of technology throughout Althanas, mostly small things that make every day life easier and nothing more. Pocket watches are very popular all over Althanas, and their only competitor is Akashima. Gunpowder and aviation technology - Alerar’s signature achievements - are not to be possessed without a permit let alone sold or shipped overseas. But that doesn’t stop the criminal underworld from doing so. It didn’t come as a shock to most Alerarans when the use of smuggled firearms was reported in Salvar during its civil war.

Government

Alerar is ruled by an aristocratic monarchy, in which the monarch (Edari’axa with his top advisor, High Graf Schynius) hold absolute power over the land and consult a panel of high ranking nobles. These nobles are called Grafs, who trace their lineage back to the land owners, entrepreneurs, and generals of Alerar’s early days. The legal system of Alerar is a peculiar combination of common law and private law, in which citizens are able to wager everything including their personal rights so long as it doesn’t contradict one of the common laws – which are mostly meant to maintain order.

Here is a list of the noble titles in Alerar, from highest to lowest.

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 all matters, but being only one person has its limits. 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 cleverest 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, and most are charged with the task of enforcing common law handed down from the Sovereign to all of the land. Even siblings and cousins to the current ruler are considered prince(sses), although they can hold dual titles (like Graf, high Graf, etc.) if earned.

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 are most often equated to company owners, land owners, and generals in other countries. Once earned this title is hereditary, but passed down to only one child to encourage healthy competition. Grafs are given titles that are indicative of their businesses or military achievements. For example Graf Martel Tilmora was the chief financier of Alerar’s rail system (aside from Schynius), and thus is called ‘Graf of the Rail’.

Burgraf: These are lesser Grafs, who deal more intimately 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. Most Grafs have a conglomerate of properties and businesses under their control and thus one Graf often has multiple Burgrafs under his command. These are often sons and daughters of a Graf who have seek to create their own legacy in this world, and most prefer to work under someone other than their parents for the same reason you would.

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. They are the advisors, assistants, and the mid level officers who work for Burgrafs. Ambitious commoners and foreigners often occupy this rank.

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.

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 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 devised 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. Despite the insinuation of the title, Elders come in all shapes, sizes, races, and, yes, ages. The youngest is reported to be a mere twenty years old. Elders also have special rights within Alerar that essentially make them masterless men save for the King. The King often jokes that they have more freedom than he does. Nauplez is home to the most Elders in Alerar.

Culture

Aleraran culture began long before the exodus from Raiaera. The sect of elves that became the Dark Elves began to form their independence even before they solidified it. Many millennia ago, when they served as second class citizens on the frontlines against the Forgotten Ones during the War of The Tap, they underwent a massive exodus into the land that is now their own. They became obsessed with science and all things opposite Raiaeran, but came into their own to be the proud citizens of Althanas’ most powerful nation. Often accused of an evil nature, many of their ways do not fit comfortably within the typical alignments, which often lead to grave misunderstandings from other races. Modern Aleraran culture is also considered an amalgamation of Elven and Dwarven influences. The nation has become known as the land of discovery due to its scientific accolades.


Philosophy

Alerar’s collective way of thinking can be traced back to its origins in Ancient Raiaera, where a focus on Bardic Magic and other forms of evocation struck a sour chord with the Dark Elves’ ancestors. The resentment of such disciplines, which relied heavily on personal talent and lineage, can be traced back to the revolutionary literature of those times. These simple poems and small books are credited for the exodus that brought them to Alerar. Once having left, they found kindred spirits among the Dwarves of the land. They too were never particularly talented with magic. They introduced the practice of Alchemy to the Elves, who would eventually make it their greatest asset.

Alchemy was the milieu in which modern science would arise. It was so greatly expanded under the Dark Elves that it is now broken down into into many natural sciences in their infancy such as chemistry, astronomy, biology etc. The related decline of religion raised a series of questions, which recur throughout Aleraran philosophy, concerning the relationships between knowledge and faith, reason and emotion, and scientific, ethical, and artistic ways of seeing the world. Alchemy demanded neither bloodline nor innate talent. The Alerarans, with their class suppression at the hands of the Raiaerans still fresh in their minds, interpreted many of the principles of Alchemy as sanctifications of individuality.


Religion

The handful of Kings and Queens in Alerar’s history have taken differing views on religion, but for the most part have never attempted to press their own views on their people, who mostly identify themselves as Agnostic. This position is often credited to Alchemy, which encourages an open mind. There are some Thayne worshipers among the population, and most of them naturally focus their devotion to Khal’jeren, the Elder Thayne of Wisdom and Knowledge. In fact, Alerar’s current King, Edari’axa is an open worshiper of Khal’jeren, and plans to restore the Elder Thayne’s place of worship in Raiaera’s Black Desert. Most other religions are apathetically passed over by Alerarans.


Education

Alerar proudly boasts Althanas’ first, and so far only, public education system. Education is provided mainly by the government and the nobility, and is mandatory for every citizen. It focuses on elementary physics, chemistry, biology, grammar, astronomy, mathematics, and geography. Even a significant portion of the slaves (particularly those in Nauplez) have been educated to necessary degrees varying on an individual basis. A common Aleraran insult touches on this – “My [i]slave[/i] is smarter than you!” It’s a particularly overplayed zinger aimed at foreigners.

Higher education is also offered in Alerar in varying degrees, provided by the crown and blue bloods, but not mandatory. The renowned library of Ankhas in Ettermire houses a small college.


Architecture & Art

The Aleraran architectural style places emphasis on symmetry, proportion, geometry and the regularity of parts as they are demonstrated in the architecture of Raiaera. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aedicules replace more complex proportional systems and irregular profiles seen in medieval styles seen in Corone. Prominent features of modern Aleraran architecture combine the aforementioned style with brass, clockworks, and several other technological features that support their lifestyle.

The visual art of Alerar is considered the most realistic in Althanas. Portraits and murals are often mistaken for reality from afar. Busts and statues are accurate to the minutest detail no matter how unflattering. Artists are now exploring a brand new frontier, photography in its infancy.

History

Alerar's history began after the War of The Tap during the Era of Building Nations (refer to the History of Northern Althanas).


The Era of Building Nations

Once the power of the Eternal Tap was shattered, the world was left in a state of confusion. The way of life that had been prevalent for centuries to that point was lost. Feats of magic were diminished greatly, and the powers that were once at the control of anyone who had the gift for bending the state of the world at their whim was no more. The elven people of Raiaera, having been soundly trodden on by the Forgotten, were left with a question that tore their civilization in half. Would the world continue with the study and continuation of magic use? Or was the nearly blank slate created in the aftermath of the war to be taken advantage of by those that sought higher technological understanding? Both questions were at the hearts of the elven people, who split over the decision. What we know as Alerar currently came to being during these times. The elven people that willed to explore technology, and in turn use what little magic they could to advance it, were given little chance to influence the overwhelming majority of the magic devoted elven people of their culture. What came of the split in ideologies was known as The Elven Schism. The future of the dark elven race left the borders of their kin, taking up residence in modern Alerar. The future of the high elven race, which was dedicated to keeping technology from tainting their magical prowess and nature itself, remained in modern day Raiaera. From the Schism onwards the lingering and festering feud between the two remained.

Alerar, as it becomes known as, is a land west of Raiaera, past the Mountains of Dawn. Seeing the exiled elves as an invading army, the dwarves (who are the natives of the land) begin to fight the elves. The War of Inference begins, and within fifteen years it ends. The elven exiles sign a pact with the dwarven people, The Treaty of Congruity, the flatlands and inner portion of the lands are left to the elves while the mountains and surrounding areas belong to the dwarves. Within fifty years the capital of Alerar, Ettermire, is founded and the dwarven seat of power is established in the newly created fortress-town of Kachuk.

The bards of Raiaera, having removed the influence of their unwanted brethren in Alerar, quickly started their course towards the study and understanding of the fractured Tap. It was in this time that they started a new calendar, and a newly developed system of study. Originally six schools of magic existed. The sixth school, Enarlin, was feared. This distrust and disgust became a war within the nation, and for fifteen years Enarlin and the other five schools of magic warred. In the end, Enarlin was destroyed as a school, the only ones allowed to continue practicing were very high ranking Turlin bards.

Shortly following the Schism and The War Within, the political change of the world of Althanas continued to develop. Corone was under a state of strife, with foreigners flooding the shores and spreading throughout the island. A stalemate of sorts was created, the elven explorers remained in the Concordian Forest, and the dwarves took residence in the Comb Mountains, and the nomadic tribes of humans remained on the plains of Corone. The third most notable town of Corone came into existence during this time of bloodshed. The elven people in Concordia built the town of Conileth at the forests heart. For nearly 450 years the three factions, three warring races, remained in their respective areas. No force mustered by either side would break the boundaries, all knew it as fact, however the borders ran red with constant skirmishes by all involved.

However, Alerar was a place growing in power slowly, technologically advancing to a point where they could rival Raiaera. The original elven kin, meanwhile, fortified their borders and cast spells to cover their lands. Technology was unworkable in the motherland of the elven people, guns (not yet explored) would not fire and siege weapons were clumsier than even what was common for the times. Alerar, growing in power and knowledge, branched out to learn of other cultures, quickly finding the island of Fallien and a people of common interest.

Fallien was a world of lush, beautiful land. Untouched by wars of the mainland, or the conflict that overtook the island of Corone, Fallien was a place of peace. Alerar quickly took advantage of the island nation, forming an alliance and opening trade. The two nations prospered from being allies. As they progressed they continued to allow the dark elven influence into their lands, and eventually were punished for it. Legend has it that the goddess Suravani, displeased with the greed of her people, brought her wrath down upon the nation. Whether it was a natural disaster or truly the ire of the goddess, Fallien’s lush environment and easy living was ripped out from under them. From a world of flowers to a desert, the nation was practically destroyed.


The Demon Wars

Nearly a century ago, the second greatest war of Althanas tore across the world. It was an age of darkness, where infighting amidst races was pushed aside in favor of survival. The Demon Wars raged, and humanity was powerless to stop it. Where the demons suddenly arrived from is a mystery. The only guess as to their appearance is by way of the portals to Haidia created by the Forgotten, nearly completely forgotten after millenium.

The elven lands of Raiaera and Alerar fared much better than most nations, having established their domains and lands much sooner than any others. The first inclination of firearms being established by the Alerar nation is spoken of during these times, rudimentary and crude versions of the muskets the nation is well known for in current times. The first time the term “dark elf” was coined was during the demon wars, when the study of technology caused the tint of the Alerar elves to darken. Raiaera’s famed bards and bladesingers fought furiously against the invasion, seeking shelter in their fortified cities, striking in large armies when fully prepared. It is from Raiaera and Alerar that the savior of these trying times emerged.

Radasanth the Starlight the elves called him, Radasanth the Braveheart the dwarves knew him by, Radasanth the Savior the humans simply called him; he was an elf clad in mythril armor only the Aleraran people could have made so strong, carrying a massive claymore only the people of Salvar could have been known for, wielding magic Raiaeran’s were famed for using. With him came the news of the defeat of the demons on the mainland, with him came troops, food, and hope to Corone. At his call the men, elves, and dwarves mustered their strength and valiantly defeated the foe. In honor of their Savior, the people of Corone renamed their capital Radasanth. He went on to serve as the First Steward of Corone, the first solitary authority figure in the history of the country. At the end of the demon wars, the demons were once again banished to Haidia.


Clash of the Elven Empires C.P 200 – C.P. 1709

Not much is known about Alerar, as since The Elven Schism the country has long since turned into a more isolationist society. The dark elves love of technology, and their desire for continual development of their interests has created a taboo for talking to outsiders. When after only 200 years since the end of the Demon Wars the King of Alerar is assassinated, the modern society of Alerar begins. The younger sister of the former king takes the reigns as Queen of Alerar. Since the first decrees of the Queen were released, the rest of Alerar became more invested in being the most powerful technological countries while still keeping everything secreted. Many of the area’s within the country were sanctioned off, keeping secrets within and prying eyes – to include dark elf citizens – from knowing exactly what was happening.

Both Alerar and Raiaera continued developing, quickly taking in any imports they could to continue building their lands. As soon as the demonic invasions were thwarted, the bad blood between the two countries continued within years. Skirmishes across the Mountains of Dawn/Dusk between the two countries were bloody, but continued through history. For centuries the two clashes now and again, but neither side went to war until the modern age.

At the end of the seventeenth century, within the past 15 years, new leaders and new ideas emerged within Alerar. A former General takes control of the military and under him come the rising figure of Thoracis, a former drifter who quickly rose through the ranks of The Grand Army. Confident in the new General’s abilities to lead the battle, his strategies, as well as his prowess in battle, the new King sends the forces towards the Mountains of Dusk. As they march, a familiar belonging to a Raiaeran student of magic, is sent to summon an old friend. On its way, it see’s the approaching army and immediately returns to Devon dan Sabriel and gives word to him as well as the renown bard Findelfin ap Fingolfin. The battle between Devon Starslayer and Thoracis results in the leader of both armies clashing over a major city. After a mortal wound, possibly killing Thoracis, the Alerar army is leaderless and a tactical retreat is called for as the Tel Aglarim harries them back to the Mountains of Dawn.

After the crushing defeat, the confidence in the leadership of Thoracis is diminished, and the death of the Queen leaves the throne empty. Almost immediately the crown passes to a distance cousin of the Queen, King Edari’axa. With his rise to supreme power, he quickly allows his advisor and the wealth that he has at his command to continue development of weapons, armor, and technology. “Airships” are first mentioned being spotted above the Alerar lands only years ago, a new advancement that is not only a surprise but also intimidating. However, The Grand Army is disbanded, leaving countless mercenaries scattered across the land if the men did not join the newly established Kyorl, a cutthroat militia. This militia is one of many para-military forces after a few years, including remnants of the Grand Army, The Rangir, The Resistance, and the shadowy group known as The Banishment.


Rise of the Forgotten C.P. 1705 – C.P. 1709

Raiaera is struck with a great plague of undead, hordes of the tainted creatures roam the lands of the high elves and strike fear and panic at the hearts of the people. Cities fall as citizens flee, leaving the newly arisen Xem’Zund free to roam the land and warp the fallen corpses of his enemies into new fighting forces. Amongst those that rise to fight the horde, the relatively young Ingwe Helyanwe rises to assist in killing the multiple generals under the Forgotten one. Alongside him is Godhand Striker, who eventually destroys Xem’Zund and dies in the process. The land of Raiaera is almost completely destroyed though, with the government in tatters and the bards and bladesingers almost all fleeing or dying in battle.

Alerar, unaffected by the rise of the Forgotten, is currently one of the few remaining “super powers” that is unmarred by significant change. Though the new king is still attempting to unify the different paramilitary organizations across the nation – or destroy them, whichever is more beneficial – the general continuity of the region is rather firmly stolid. Airship technology is being developed, as is the technology for firearms. Most recently, musket production has become easier, and the matchlock weapons of the future are readily available to all Aleraran citizens and those willing to fight for the nation. Closely guarded as a secret and a coveted weapon, the use of flintlock (and even the outdated matchlock) muskets and pistols, as well as the use of cannons as artillery and on ships are strictly forbidden outside of the dark elf nation. Once Xem'Zund is defeated, the Alerarans make their move and expand into the dilapidated lands of their historical rivals.

Features

Aleraran Alchemy

Alchemy was originally introduced to the Dark Elves by the Dwarves soon after they made their exodus from Raiaera. While for many the discipline is merely mixing potions and esoteric symbolism, the Dark Elves took the protoscience and turned it into their main tool for technological advancement. Alchemy is everywhere in Aleraran society. It has expanded into chemistry, biology, astronomy, and physics, and it is the most essential component to their steam engines and their airships. However, its most underated use its tactical value. Warriors from all over Althanas come to Alerar to gain an Alchemic Glyph that can be either a permanent enchantment or a deadly ability.

Aleraran Gunpowder

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.

Aleraran Aviation

The Dark Elves have achieved the power of flight, and that power can be seen all over their nation. Although the critical aspects of their technology are kept a secret, no longer are they exclusive to the military and science communities. Hot air balloons and simple dirigibles are popular forms of national transportation, lending a lift to whoever can afford it. There are many types of airships in the nation of the Dark Elves, and they use a combination of different types of lift, propulsion, navigation, and structure. There is a theme amongst most of them however, steam and alchemy, staples of the Dark Elf identity.

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