Erda is the name of the land that our players will be coming from, in this section you will find the names of different countries with their physical descriptions and backgrounds that you can use to develop a multidimensional character to play here on Imperius. In the land of Erda, the year is 1910 and they have the same medical, technological and weapon advancements of the equivalent year in history. There is no magic used by humans in Erda, all player characters believe that magic is a thing of myth and legends. Some more superstitious cultures may believe in magic, but cannot wield it. Ship travel is still a very popular method of travel and steam engines are just becoming more and more available for use. The land of Erda is monotheistic and follows a loose form of Christianity only referred to as “The Faith”. Each land might have their own slightly diverse way of worshiping, but they are all worshiping the same “god” only known as such.
The land of Erda is a divided and cold place that has experienced the closest thing one might call “peace” over the last 70 years. After the 12 year war waged by Stonewall came to an abrupt halt during the “The Cataclysm”, a spontaneous world event that caused pestilence, famine and pests to sweep across the lands, the world of Erda has been working to pick up the pieces. While things have improved, Erda is no longer the cornucopia of prosperity it once was. Each country has faced its own hardships since The Cataclysm, an event scientists and scholars are still trying to understand. Since The Cataclysm, a powerful storm referred to only as “The Maelstrom” has plagued the waters of Erda, traveling through the oceans and seas causing destruction on the shores and swallowing ships and sailors with it. The storm is unpredictable, constantly moving and has become a bad omen to seasoned sailors. It is rare that the bodies or vessels of those dragged into the storm are ever recovered
A frigid, frozen and mountainous land that produces only the strongest and most resilient of people. Those from this area are tall with even the women reaching six feet of height as a standard. Light colored hair and eyes are common with skin tanned from the sun reflecting off of a snowy landscape. All of Narthwich is separated into clans with each ruling their corner independently of the others. Once every seven years the clan leaders will meet in Furne to exchange knowledge and discuss important issues.
Weakness is not only unacceptable it is nearly unheard of and it is said that even the babies born in Narthwich dare not utter a lament. The brutal landscape of northern Narthwich is little more than a frozen tundra and a common phrase among those from this land is “die or get better”, those are your only options in this culture. Heavy clothing lined with fur is needed to survive the weather anywhere north of Furne.
Common Names: Espen, Sigurd, Astrid, Mette (Norwegian inspiration)
Vale – Close knit families keen on land conservation
A mountainous village that is functionally a fortress surrounded by sharp cliffs, if you were not from Vale you’d never be able to safely navigate your way to it. Technology is slow to make it to Vale and for that reason they still have not transitioned to even using indoor plumbing. This province is very traditional and works the land in a way that best sustains their natural resources. Children are sparsely had, typically only one per family as to not over tax their environment. Those from Vale are distrusting to outsiders and it is rare to see a citizen of Vale venture out of their region.
Birk – Relaxed and unconventional fishing village
This small fishing village is said to have the most beautiful scenery in all of Erda, with sapphire blue waters, glaciers just off the shore and ample sea life that comes and goes from the nearby cove. Those from Birk are the most socialized and welcoming of all of Narthwich thanks to the popular and well visited port. The port has also given Birk the benefit of accessing the newest technologies and the whole village is wired with electricity. If you grew up in Birk it wouldn’t be unusual for your father to have been a sailor stopping in on leave or to have been raised as one in a pile of other dock-side children cared for by the village. Birk has a more relaxed view on relationships with long term relationships being the norm opposed to structured marriages.
Meyel – Moderately friendly fur traders
Living just across the way, Meyel reaps the benefits of Birk’s port and is also technologically advanced, having electricity and plumbing. Meyel however has not strayed as far from tradition as Birk and still subscribes to gendered roles. Men from Meyel are often trappers and hunters, collecting pelts to be ferried to Birk for trade while women tend to sheep and produce wool into yarn to be sold in Birk. Unlike their cousins in Birk, Meyel does not welcome outsiders into their lands and keeps their docks blocked to in-coming ships.
Porval – Isolated and fiercely traditional
The smallest and most isolated area of Narthwich is like this by design. Those that live in Porval are the most rigid and traditional of all in Norwich and still practice animal sacrifice to appease their god. Populated by a small group from Vale decades ago who felt that Narthwich was straying too from their traditions and angering their god. If you grew up in Porval you have limited knowledge of the outside world and are staunch in your beliefs. Those coming from Porval would be limited as the island deals with its crimes swiftly and in house, but that isn’t to say some misguided youth hasn’t crossed the narrow path to Vale a time or two in rebelion.
Furne – Unofficial capital of Narthwich, farmers and traders
Furne has the best weather in all of Narthwich and during some parts of the year the ground even thaws enough for them to plant crops of greens and tubers. Being the largest city Furne is often considered the unofficial “capital” of Narthwich and they host the Seven Years Gathering of the Chieftains. While this gathering is supposed to be an educational summit it also serves as a convergence of the cultures in Narthwich and often operates as a way for the smaller and more isolated regions to socialize and find mates they aren’t related to. Porval rarely attends this summit and when they do it is a dramatic affair. Due to their fair and more temperate weather the rest of Narwich views those from Furne as the most pampered and least resilient of their nation. While this may be true, even the softest citizen of Furne is still more hardy than most. Those coming from Furne would have grown up with plumbing, electricity and could expect to have had a public school education.
A country of thick and vast forests, which are Graedon’s largest resource and also biggest hindrance to development. Despite the constant clearing of trees for lumber that supply most of Erda, the forest rarely seems to shrink. Those raised in Graedon believe that the forests are sentient and constantly push back on any attempts to advance into their depths. Superstition runs deep in this population and there is a cautionary fable to be told to match every occasion. Those from Graedon are tall, lean and sport dark hair in browns, ash blondes and blacks. Graedon natives often have sharp, pointed features and gray eyes.
Common Names: Alexandru, Henric, Anca, Doina (Romanian inspiration)
Wyldon – Seaside Lumber Yard
Backed by mountains and faced by the sea, Wyldon has been able to cut out one of the larger cities in Graedon. Wyldon, while not the capital of Graedon, houses the country’s governor and political powers due to it’s fair weather bustling port. Those from Wyldon are not typically sailors themselves but instead work on the docks or around the seaside village. Dusty dark pubs are common around this area and if you were raised here there is a good chance you spent a lot of your childhood at your mother or father’s side listening to stories told by those coming into port in one. A common phrase said around Wyldon would be “beware not the sea but the winds that stoke her temper”.
Fealdon – Coastal Shepherds
In many ways Fealdon is isolated from the rest of Graedon, with its face to the sea and it’s back to the ever pressing forest that surrounds it. The village has sustained itself on seasonal crops and the raising of livestock such as goats and sheep. Fealdon boasts some of the best crafts people in the land, primarily focused on wood crafts. Growing up in Fealdon you likely started whittling at a young age and were warned against being drawn in by the beauty of the sea. A popular fable told to children by their parents was “The Shepherd and The Sea”.
Graestone – The Capital
Graestone is the capital of Graedon, made up primarily of large structures constructed of slate pulled from the earth. Despite the grand architecture and technological advancements of this town, it is not typically the home of the country’s political powers. The dreary and cold weather most of the year makes Graestone less pleasant to inhabit than other parts of the land. Those who live in Graestone are typically business owners, doing the daily operations and paper pushing for the lumber yards in Graewood. There are some lumber camps outside of Graestone, though despite their efforts the forest never stays clear for long. Growing up in Graestone your parents might have had great expectations of you and tried to prepare you for either a life of pushing numbers or refining you for a well matched marriage. A popular fable told to children of Graestone is that of the “Miser and his Gold”.
Graewood – The Backbone of Graedon
The people of Graewood are strong and have unbelievable stamina. The city is made up of four major lumber camps that slowly bled together into one functioning municipality. Nearly everyone who lives in Graewood works for one of the camps or at the meal kitchen and general store. Everything in Graewood is owned by one of the lumber camps and often men are paid just to turn around and give their wages back to the camps for food, housing or other sundries. From an outsider’s perspective this could seem like a raw deal, but those who are local only see it as loyalty. Growing up in Greadon you heard dozens of stories warning you to stay out of the woods, stories about a half human half wolf beast that snatched up bad children or of a lady in the Bathel river who would lure you in to drown you. Superstition runs strong in the blood of those from Graewood and a popular fable told would be that of “The Trees and the Axe”.
Bathel Straights – The Heart of Graedon
The Bathel Straights are a series of natural islands that have had the river encouraged to cut through them for the purpose of transporting logs down the continent. Logs that are cut in Graewood are guided down the river through the Straights and held in different ports for further preparation. The Straights houses a number of warehouses to store lumber as well as a processing plant to turn logs into boards, mash into paper, etc. Those who live in the Straights are nimble, fast of foot and a master of balance, often walking across the floating logs to cross the rivers instead of walking the extra distance to a bridge. Growing up in the Straights likely gave you the least structured of upbringings in Graedon with several options presented to you for your future. Many locals travel to other parts of Graedon later in life to take on specialties or stay in the Straights, guiding logs down the river that the heart pumps through it. A common fable told to those who grew up in the Straights would be “The Foxes and the River”.
Having the best weather, richest soil and flattest land, Harmstead is the agricultural powerhouse of Erda. Most other regions can produce a few crops a year to sustain themselves, but Harmstead is a never ending supply of seasonal produce, vast orchards and decadent vineyards. Led by a Board of Governors that typically vote in their own best interest, Harmstead is made up of one large city that once was multiple until growth swallowed them into a single unit and two smaller villages speckled across the land.
Those from Harmstead range from the wealthy upper crust; villa owners, politicians and landowners to the dregs of society scraping out a living in the slums of Bellmount. Citizens of this land tend to have an olive complexion, dark hair and dark brown to green eyes, though the access to hair dye is readily available and in fashion to use. If you are from Harmstead you are well versed in the latest fashions and may be lucky enough to have seen the birth of a steam engine or two. Being from Harmstead is projecting the outwards appearance of success, even if that is just surface level. Sure, you may be a brothel owner, but you’re the best damn brothel owner there is (in your mind at least).
Common names: Luca, Marco, Valentina, Gianna (Italian inspiration)
Bellmount –The largest and most densely populated city in all of Erda
Bellmount is a vast metropolis boasting several districts, class separations and the most advanced of technologies to include public transportation by means of a steam powered trolley. Those lucky enough to be born into old money live in established estates while the middle class scrape out a living in the market districts. While Bellmount does have a “slums” and “red light district” it might not be what you were thinking, even the bad side of town in Bellmount is well established and attractive, visible poverty isn’t tolerated here and many who are sent to prison from Bellmount have only committed crimes against the city’s vanity. There is no homeless population in Bellmount, these unfortunate souls are swept off to the Black Keep swiftly. If you were raised in Bellmount you might have a mind for fashion, fine things and decadent food, even if you couldn’t afford it.
Kanton – The city of Prosperity
Home to the engineers and agricultural scientists responsible for Harmstead’s success and houses the majority of the country’s farmers and farm hands. The land outside of Kanton is nothing but farmland and every acre of arable soil is tended to by machinery developed in Kanton. If you were raised in Kanton you might have a green thumb, growing plants and tending to crops might be second nature to you. Or, you might have a mind of machinery, enjoying taking it apart to attempt to improve it. Growing up in Kanton would mean having access to the best advancements in technology and the space to experiment. The silk clothing that are popular in Bellmount are replaced by fine linens and cottons in flowy styles in Kanton.
Kith – Imports, exports and good times
A fast paced but small shipping town responsible for exporting all of the produce raised and wine fermented in Harmstead. Those from Kith have a darker complexion often working on the docks loading and unloading ships but rarely as sailors themselves. Those from Harmstead prefer to keep their toes firmly in the soil where they feel they belong. Kith is the epitome of the working class of Harmstead and care less for the pomp and circumstance of competing for the image of success than their neighbors. Being raised in Kith you may have ran around docks and the hilly landscape barefoot as a child and spent many of your hours procrastinating on the warm beaches before joining the dock crew in your teenage years. Kith would be the least educated population of Harmstead, but they do know how to have the best time celebrating well into the wee mornings for the smallest of achievements.
The industrial capital of Erda, Ashbourne is populated by mechanically minded individuals, coal and ore miners and some of the finest jewelers. Those from Ashbourne are sturdy in build with strong backs, very light complections and hair tones on the lighter side, typically stained by soot and ash. Ashbourn is a country rich in natural resources and mountains so tall they blot out the sun. A steam engine, the first of its kind, traverses the landscape transporting raw minerals across the countryside to be processed. The weather here is cold year round and foggy in the winter. Due to a life of exposure to coal, the gasses of processing steel and production accidents, those from Ashbourne live significantly shorter lives than most in Erda.
Common Names: Lachlan, Miles, Adelaide, Talia (Austrian inspiration)
Ember Valley – The under dwellers
A spread out town of coal and ore miners, Ember Valley rests on top of miles and miles of natural caves that are said to run as far as Bellmount. Those raised here are given a minimal education and expected to join the working force mining deep into the earth at a young age. Both men and women work the mines. Coal and ore mined in Ember Valley fuel the production of steel and keep the well oiled machine that is Ashbourne operating. Growing up in Ember Valley was no walk in the park, families are large and there is little time for individual attention. From your earliest memories you remember playing in the rubble, sifting it for gold flake and missed gemstones. What perhaps stands out the most about Ember Valley is the thin layer of soot that seems to stick to every surface and every article of clothing. Those from the Embers might chuckle and tell you that it’s “Good for you” as you try to brush it from your daily bread.
Cinder Canyon – The Smokestacks
Connected to Ember Valley by a steam engine that crosses the mountain range weekly, Cinder Canyon is an industrial town that works to smelt and process coal and iron into steel for production in a large industrial plant. Most who reside here only have a basic knowledge of smithing, enough to smelt in the plant but not work the metal. There is however, a small population of very skilled machinists and blacksmiths who reside in Cinder Canyon, often practicing with the goal to one day move to Jager’s Bluff and work building steam engines and producing other technological advancements. Growing up in Cinder Canyon went one of two ways, either your parents prepared you for a life working as an industrial smith or they pushed you in the hopes that you were talented enough to work in the Bluffs. Those with no skill in either area were shipped off to the Embers to mine.
Jager’s Bluff – The jewel of Ashbourn
The brightest and most influential of engineers come from Jager’s Bluff. It is said that the first light bulb and electrical connection was made by a Bluff engineer, though engineers in Harmstead will argue this. Jager’s Bluff is however the birthplace of the steam engine and production of machine parts, pipes for plumbing and wire for electricity are all produced here. Being raised in Jager’s Bluff was stressful, parents here often put a lot of pressure on their children to excel in school to become engineers or sales people to make the family proud. It would be unusual for someone born and raised in Jager’s Bluff to have anything less than a college level education, even if they didn’t end up using it.
Warm Ridge – Lapidaries
Benefiting from the warm breeze coming in from Windview, Warm Ridge boasts the clearest skies, nicest weather and tannest skins of all in Ashbourne. A beautiful seaside village that takes the rough gems dredged from the earth in Ember Valley and polishes them into magnificent pieces of art. People from all over Erda commission work from the goldsmiths in Warm Ridge who are also very accomplished clock-work machinists. You may find things in Warm Ridge that have been automated with little purpose, simply because they can. Childhood in Warm Ridge was a lively affair with scraps of metal and gears readily available for eager hands to be made into contraptions. Those from this region have a mixture of formal education and take apprenticeships to learn their delicate crafts.
Pelt – Warehouses
The smallest of settlements, Pelt houses several large warehouses and stores parts in preparation for shipment across all of Erda. Those who live in Pelt tend to be unmarried individuals who have flunked out of college in Jager, ruined one too many batches of steel in Cinder or who didn’t have the nimble fingers to succeed as tinkers in Warm Ridge. Living in Pelt is lonely, hard work and it is rare if someone was raised here.
Peaker’s Estate – The hermit
Little is known about Peaker’s Estate, a small island with a large singular structure on it. There is however much speculation as to what is going on here and there are rumors that mechanical tin men have been seen lumbering across the island.
A proud and hardy culture focused on conservation of precious resources and group harmony, though not necessarily for altruistic reasons. The harsh desert environment of Windview can be unforgiving and while those from Windview value harmony their main focus is immediate family that is typically run by a matriarch. The upper half of Windview is more influenced by the northern cultures than the more southern half. Those from the northern end of Windview may dress more in Harmstead fashions while the southern wore outfits of flowing linen and sheer fabrics. Those from Windview are of average height and have tanned skin, hair that ranges in shades of browns and dark eyes ranging from black to honey brown.
Common Names: Sajed, Zahed, Zaha, Nadra (Egyptian inspiration)
Rise
The official capital of Windview, settled neatly into the high desert shares many common features with their neighbor Bellmount in Harmstead. Rise has been developed over the last few decades and the architecture mirror’s the styles of Harmstead as well as the fashions worn by its citizens. Those from Rise are often more white collar and work as accountants, politicians, fashion designers and other sedentary office positions. The city of Rise also enjoys modern amenities such as electricity, plumbing and public transportation. Those in Rise control the exports of Windview’s natural resources and are often seen less favorably by other parts of the country. Those from rise tend to be slightly lighter in complexion if only for their lack of outdoor activity, something some find pride in. Growing up in Rise you were expected to attend school, respect your parents and abide by your family’s values at all costs. It is not uncommon for marriages to have been arranged by ambitious parents in Rise.
Mott’s Rest
A community of ranchers, tanners and salt miners, Mott’s Rest has taken advantage of the natural resources their slice of Windview allows them. The high desert around them is well populated by native sage bushes, alfalfa and low grasses. Careful efforts are made to graze cattle, sheep and goats in a way to prevent stripping of the land and erosion. Mott’s Rest is also home to many salt mines that produce a number of other minerals. Those from Mott’s Rest live a lower paced life than those in Rise and have year round open air markets selling fresh spices, cloth, leather and other goods. While Mott’s Rest has plumbing and electricity in most homes, transportation is still primarily by animal or on foot. Growing up in Mott’s Rest you may have assisted your family in tending to a flock of sheep or herd of cattle. You were raised with a deep appreciation for animals and the sacrifices that they make for man.
White Sands – Djer’s Oil Fields
In 1875 Eurydice Djer drilled the first successful well through stone and produced crude oil. By 1880 she had established a full blown oil field which produced over 77 percent of the global oil supply. The small town of White Sands seemed to spring up out of the desert in those few short years, growing into a vibrant community. With seemingly the whole world now looking to get their hands on this precious commodity The leaders of white Sands turned to their Capitol of Rise for direction. As such the culture there seems to be a mix of The heavily religious coming from the east, and the influence of Harmstead to the North. Somewhere in the middle of this rose a generation struggling to find their identity. Some cling to tradition, others strive to mimic the lifestyles of other nations, and some reject both sides and fight for something more authentic.
Last Oasis – The City of prayer
The blessed city of Last Oasis stands as a monument of worship to the one true Lord Osien. Every road, alleyway, home, and shop have been meticulously planned by its religious founders. Viewed from the sky the city stands as a prayer etched into the very face of Erda itself. Each stone placed within the city has engraved upon it a scripture from The Book of Faith or other religious symbology. Many homes and shops decorate their outer walls with carvings of the Golden Faced God that mimic those found in the ancient ruins of the Erda Arches. Places of worship ring the city that align with one another. In the center of the city an enormous spire reaches up to the heavens and resting atop is The Lord Osien himself, arms stretched wide. The statue is a marvel of architecture using materials native to windview with the outer portion of the body layered in white limestone and capped with a golden winged face. Every morning when the sun is highest in the sky the sun hits the face of the statue and shines bright over the city. During this time the whole city stops to observe a moment of peace under the creation of Lord Osien. Life in the Oasis is one of rote dedication. While the rest of Erda speak the words of the creator, your people live by them. Most work to maintain the stone pathways, reciting the prayers as they move along stone by stone. Others work towards understanding the relics observed in the Erda Arches. Some even spend their time in deep contemplation of faith, Erda, and man’s place within it.
Erda Arches – Ancient Civilization
The Erda Arches are a collection of colossal natural-forming arches that span for miles along the southern portion of Windview. How vast these arches stretch is anyone’s guess as over the years smaller arches have been revealed with the shifting sands. While being explored, archeologists uncovered the remains of a lost civilization that lived within the arches. Historians agree that all evidence seems to suggest that this civilization may be the oldest known in existence. Another startling discovery was the multiple images of The Lord Osien hand carved into the base of many of the arches. The images seem to depict the creation of Erda starting with the Arches themselves. Many scholars study and debate the significance and meaning of this Ancient civilization and pilgrimages are made each year by the devout and curious alike. Recently oil was found on the outer edges of the Arches suggesting that the ancient site may be home to more than religious artifacts. While Rise pressures for Drilling, Last Oasis and other religious leaders fight to preserve the land.
A beautiful tropical island that was won by Stonewall during the 12 Year War. During the peace treaties after the Cataclysm, Stonewall refused to give up the territory and walk away empty handed. Malcovia chose to remain under Stonewall’s control to put an end to the war, a move many other countries highly respect them for. The presence of Stonewall has turned this once relaxed and peaceful community into an anxious workforce. Malcovia is now used to station additional troops from Stonewall, to perform military exercises and as storage space for resources. Living in Malcovia means either working in one of the Stonewall warehouses or working offshore on fishing vessels. Those from Malcovia are typically of dark complexion, with dark curly hair and thin frames, though it is very common to see people with dark skin and the light colored eyes of those from Stonewall. The Malcovian culture is very family oriented and they strongly believe in community and doing the right thing for the group, not the individual.
Common Names: Emilio, Jaheim, Sanaa, Amoya (Caribbean Islands inspired)
Kesh – The Capital
Kesh is the capital of Malcovia and is heavily populated by Stonewall soldiers, some who have been there for decades. The city of Kesh is very interwoven with Stonewall culture and Malcovia’s. The tense, focused and ambitious qualities of Stonewall have rubbed off heavily on this city though spring festivals in Osien’s name are still large and boisterous. Kesh is host to many storage facilities and warehouses that keep resources for Stonewall. Growing up in Kesh might have looked like spending warm summer days in the Clear Waters oasis and helping your mother cook in the evenings or could have been as stark as being the child of a Stonewall General spending your time drilling and learning history to develop into a fine member of society.
Clear Waters
While Clear Waters is technically a part of Kesh, locals consider it to be its own province. Those on the side of Stonewall would not recognize Clear Waters as a town while those native to the land will. Those from Clear Waters tend to be more traditional as fewer representatives from Stonewall are present here. Growing up in Clear Waters would have been less stressful than in the heart of Kesh and you would have been raised in a multi-generational household. “Community first” is the motto of Clear Waters and those from this area are generous and typically good samaritans.
Thurst
The main import and export location for Malcovia due to its proximity to Stonewall. Thrust has a bustling network of docks that extend out into the sea. Many living in Thurst live in stilt style houses just off of the coast and utilize small boats for travel between the smaller islands for business. Goods imported into Thurst are transported to Kesh across the coastline to prevent travel through the Alabaster Sea, a vast and desolate sea of sand. Malcovian legend says that the Alabaster Sea was once a beautiful and tropical oasis like Thurst but that Osien stripped the land as punishment for one Malcovian man’s disbelief in him. Growing up in Thurst you may have spent much of your youth in the water, fishing, learning to paddle a canoe and most importantly studying math. Those from Thurst are said to be excellent mathematicians thanks to the constant flow of goods crossing their docks and the harsh punishments given by Stonewall for discrepancies.
The central trading hub of Erda. Home to the seedy criminal underworld. Lochhiem, in every way that matters, is the central hub for commerce and communication in Erda. If you’re looking for something, you will likely find it in Lochiem, though the cost may be more than what you expected. Social life within Lochiem is a delicate balance of crafty negotiations, back alley dealings, and outright theft. Everyone here is looking for their piece of the pie. The government officials and the underworld figureheads seem to work in harmony for the benefit of Lochiem. While one hand maneuvers to lighten the pockets of traveling merchants the other hand promises safe and fast deliveries through dangerous waters. The fashions of Lochiem are highly influenced by the myriad of cultures that pass through and as such the people have adopted a “flavor of the month” attitude towards dress.
Common Names: Any, though it wouldn’t be uncommon for nicknames to be used
Castor’s smile – The Docks
The fabled docks of Castor’s smile work like a well oiled machine. Every day of every hour is filled with the comings and goings from people of every corner of Erda. There are few if any cultures or people you haven’t come into contact with. Life here is fast paced and at times you struggle to keep up but in time you learn quickly how to navigate the streets and make a little coin along the way. Youth gangs, like the Grins, were common and sounded fun at the time but soon you craved a little more. It’s a big world after all and you’ve learned more than a few tricks.
Blueturf – The Shipyards
Any sailor worth his salt will tell you that the fastest shipping vessels in Erda come from Blueturf. The Shipyard here is modest by comparison to the ones found in Norwater Landing but no place on Erda produces such quality ships. You were born on sailing and fishing and lived an active life. You, like most of your friends, picked up a trade early and learned to love working with your hands. You’re coming to the age now where you must decide if your future lays perfecting your hand in the shipyards or a life out on the seas.
During the 12 years war Norwater profited heavily from their shipyards, they were able to turn out more battle ready ships than any other nation. The accumulated wealth was put back into the island with massive land development and expansion. At the end of the war Norwater rebranded itself as a travel destination, a pleasing view and atmosphere with all the sin and debauchery you can stomach. With such amassed wealth and other nations struggling to rebuild and recover from the war, Norwater was in prime position to start offering loans. In the years that followed, Norwater hit another economic growth spurt. The interest gains on the loans helped but the real power came when nations were unable to keep up or simply continued to borrow. This leverage is now allowing Norwater to stand out as an economic leader. The people of Norwater dress in a high fashion style with sharp suits and stylish dresses. Accessories are a must if you want to stand out. Your dress often tells others of your status, outsiders are often surprised how much respect can be earned with a three piece suit and hat.
Common Names: Louis, Thomas, Rebecca, Marie (Traditional American inspirations)
Norwater Landing – Gamblers paradise/The great dockyards
The great city of lights. Norwater Landing is broken into two main districts: The Shipyards, which are home to Erdas largest ship manufacturing facilities. Citizens take great pride in this fact and will often remind others that Norwater produces 43% of all naval and commercial vessels in erda. That no nation can produce a fleet of sail-worthy ships in as little time as Norwater landing. And The golden strip, built against the mountain ranges that cap the island are several dozen Luxury hotels each boasting the finest accommodations to those with enough coin to spend. These buildings house Casinos and multiple venues for various acts and sporting events. Gambling and indulgence are the status quo and fortunes are lost with the toss of a die. To say that you grew up fast would be an understatement.
Hollowind Harbor – The greatest sailors
Sandwiched between Norwater Landings Great Shipyard and the unbelievable achievements of Blueturfs crafts, life in Hallowind revolves around the sea. Hollowind Harbor acts as a hub between Norwater, The Black Keep, and Lochhiem. Running supplies, Personel, and equipment between the islands. Additionally their sailing fleet acts as a secure form of communication between the Two allied countries. While the party rages on in the cities to the north, home in Hallowind Harbor is a bit more grounded. Great Sailors are cultivated here and it’s a matter of pride for anyone worth their salt. Rumors of the secret navy recruiting the best of the best sailors for unknown campaigns have circulated since as long as you can remember. Everyone knows they are just stories told to inspire but your neighbor’s cousin was for sure recruited just a month ago so maybe they might be wrong after all.
The Black Keep – Madness in the Mines
The Black keep sits on the small island of Uremawms and is its only occupant. It consists of an enormous Black stone Keep surrounded by high walls and watch towers. Mines rim the shores of the island making it nearly impossible for unwelcome ships to approach unscathed. Cannons lined the walls and ballistas had been mounted on every tower. On the northern tip of the island two large mining operations sit. Prisoners spend night and day slaving away at collecting the precious minerals hidden within the island. The work is hard and dangerous, filled with the sounds of dozens of chain gangs picking away at the stone. Whether you were earning a living working as a guard or one of the many hardened criminals that had wasted years of their lives in those dark pits, these were some of the most difficult times in your life. Both physically and mentally you were challenged every day. The land seemed oppressive and everywhere you went you felt watched. Danger was always present as the prisoners worked in shifts and the guards were always quick to act long before things got out of hand.
A country spread out and divided by large and difficult to traverse mountain ranges, Wyreland operates in clans more than cities and each area takes care of their own. Wyreland does not have a formal government and instead makes decisions on a country level by vote of Clan elders when needed. Those from Wyreland are stocky, broad in build and often keep to themselves. Those from Wyreland do not bother themselves with the strife and tribulations of their countrymen around them, they are very good at minding their own business until they need to step in.
Common Names: Errol, Alistair, Mirren, Isla (Scottish inspirations)
Tola – Shipwreck Cove
A small fishing community of traditional roots, Tola makes its way by living off of the land and sea. The surrounding shore is riddled by sharp rocks that are difficult to see. The cove Tola is built around is shallow and those from Tola know better than to launch a ship there. The cove is filled with the carcass of boats and ships steered into ruin by cocky captains who insisted they could navigate it. Those from Tola never argue, they just gather to watch the show. Growing up in Tola you might be quiet, keep to yourself but know how to throw a punch when the time calls for it.
Cier – The Pass
Cier is a community flanked on either side by sharp mountain ranges and razor backed back cliffs, if Wyreland were a strategic or war minded country, Cier would easily be the most defendable city in the land. While they are not, this is something that might come to mind of those who live there when trouble comes knocking. Cier is isolated but prefers it that way, but that isn’t to say that they do not enjoy the occasional visit from their neighbors across the hills. Growing up in Cier you have a strong sense of community and lack a formal education. You might be a craftsman, a farmer or a laborer as Cier has to provide everything it needs for itself.
Erons – The Civilized Stretch
The largest and most expansive city in Wyreland it is often referred to jokingly as “the civilized stretch”, referring to its long layout on the land and the technological advancements the town enjoys. Erons also benefits heavily from the “business” conducted by the Harper Islands and turns a blind eye to the happenings there. Being from Erons you might have experienced many different things from being the child of a casino owner to the maid in a wealthy family home or even a butcher’s apprentice. Erons, while having many different facets, still takes care of its own and it is rare for someone to have lived in dire poverty.
Qual – Tact and Tradition
A small clan of individuals who enjoy a simple life and simple comforts, Qual is so small that if it weren’t one of only four destinations in Wyreland it might not have been listed at all. Those from Qual are traditional, they get married young, have children and raise them under the watchful eye of God. Those from Qual typically have a cautionary story or parable to tell you as an answer to your questions, speaking almost in riddles opposed to transparency.
Harper Islands – Independent Company
While the Harper Islands technically belong to Wyreland, it is on paper only. The Harper Islands are more often than not considered to be their own independent province and are not bothered by the local laws or agencies of any country. A network of islands connected by a series of bridges, the islands are a perfect place to lose yourself or someone else. The number of missing person’s cases coming from Harper Islands would be concerning if anyone was paying attention. The islands reap the benefit of three countries needing to use their network of bridges for travel and experience none of the cons from the quarrels of their neighbors. The islands are sometimes used to hide things people don’t want found, but not everyone from Harper Islands is seedy, it is also home to fishermen and very skilled net crafters. Growing up in Harpers Islands you would never refer to your home as a part of Wyreland, and would sneer at those who suggested it.
The small country of Myrefall is perpetually covered in a fine fog or mist that seems to settle on the land year round. The soil in Myrefall is marshy and the only thing that seems to grow here consistently is flax. The people of Myrefall are pale in complexion due to the lack of sunlight and often have stark blonde or orange hair. Light colored eyes and slight figures are common in the younger people, often becoming more round with age. Living in Myrefall you often dreamed about seeing the clear sky, enjoying the stars and being someplace warm. Myrefall is a country of tradition and the cities around the country are more like villages than they are true cities.
Common Names: Liam, Seamus, Aisling, Siobhan (Irish inspirations)
Farrow Cove – Flax Farmers
Those coming from Farrow Cove are often flax farmers, growing the temperamental crop near the natural lake the town surrounds. Someone coming from Farrow Cove would be able to tell you a dozen or so uses for the plant, from textiles to flax meal for baking and cooking. To say that those from this area are obsessed with the crop might be an understatement. With how little else grows in Myrefall, Farrow Cove is very proud of their major export. Growing up in Farrow Cove, you likely spent most of your childhood in flax fields, or assisting with processing the plant. Many great tailors come from Farrow Cove as there is a great amount of linen to be worked with.
Mist – The Lost Isle
Mist acts at the port of call for Myrefall and even hosts a small population of sailors who import goods from other countries to the small land. Goods coming into Mist are transported to Townsend for distribution. While Mist is a busy and important location it is often referred to as the “lost” isle due to the very thick layer of fog that hovers around the town. Those making port in Mist have to be careful because despite having a large lighthouse the fog is often so thick the land seems to almost appear out of nowhere. Growing up in Mist you are likely very pale and might have spent part of your youth helping to unload cargo for a few coins. Many who stay in Mist strive to take jobs aboard ships that come to port just to get away.
Townsend – Textiles and Imports
All of the goods imported into Mist are sent to and distributed by Townsend. It is a good business for them. Mist gets to unload everything in one go and Townsend gets to attract people from across the land to their city for commerce. It is common for those across Myrefall to make a trip or two a year to Townsend to restock on supplies, for this reason Townsend acts as the unofficial capital of Myrefall. Growing up in Townsend you might be a natural at sales and getting a good deal. If someone came in looking just for some flax seeds, you could send them out the door with six bolts of fabric, a new rug and ribbon for their daughters along with it.
Barrowfield –
Barrowfield has struggled to find its footing and carve out its own identity in Myrefall. The village was named Barrowfield by its founders inthe hope that the soil could be conditioned for farming. Sadly, nothing has ever grown from the soil in Barrowfield save for a series of bars, brothels and seedy businesses. These days, Barrowfield acts as a money laundering operation for those in Lochhiem, Norwater and the like. There is a running joke among the criminal underground about how good business is in Barrowfield. Growing up in Barrowfield you might have been part of a youth gang, slipping tips out of jars or causing general mischief. As an adult you might have your sights set on greater schemes, or even have hopes of making Barrowfield a legitimate community.
Kallvort is a country of ambition and advancement, often feeling the need to compete with Ashbourne and their great engineers at exhibitions across the land. While Ashbourne has focused their energy on steam engines and societal advancements, Kallvort has focused its sights on advancements in warfare. With Stonewall, a war motivated country just to the south of them it is easy to see why. Kallvort is the birthplace of ammunition, cannons and flintlock pistols. Those from this land are hard working, often with fair to tan skin and light coloring to their features. Blue and green eyes are common and people from Kallvort tend to be on more of the stout side. Growing up in Kallvort your name would have a double letter as it is seen as unlucky not to and a child without it would have been viewed as unfavored by their parents.
Common Names: Ameer, Merrick, Farrah, Saanvi (Names continuing double letters are seen as good luck to those in Kallvort)
Ruaan – Cliff side mining company
Ruaan is a tiny spit of a town, only still operating due to its rich ore deposits and skill in pulling it from the earth. Those from Ruaan are skilled generational miners and strive for little else than to provide the ore needed to construct the country’s advancements in weaponry. Some ore is imported from Ashbourne, but it is rarely talked about. Items made from pure Kallvort steel are boasted about. Growing up in Ruaan you might be shorter than others in the country but are fiercely proud of your heritage. There is little else you would strive for than to continue the family tradition of mining.
Meeran – The Cliffs
A small seaside village surrounded by tiered cliffs that make it difficult to extend much further past them. Meeran is a small fishing and farming community that grows large crops to help support other cities such as Worrun who are unable to produce much of their own food. Those from Meeran are traditional and humble folk that get little traffic to their ports. Growing up in Meeran you might have dreamed of catching a ship to Lochhiem or Malcovia to strike out on your own, but very few people ever leave Meeran and those that do seem to come right back.
The Abbot – The Palm of God
Those living in the Abbot, or “The Palm”, live right in the crook of the God’s Hand mountain range. A community of devout followers of the one true god. The Abbot is home to a large orphanage, The Bluebird, that takes in and raises children orphaned by various means. While the Bluebird may seem altruistic, their main goal is to raise children into equally devout followers of god. Those from The Abbot may smile and recite scripture to your face, but often feel that the rest of the country has lost their way from God. Growing up in The Abbot you may have found yourself begging for scraps at the Bluebird or being raised by a heavy handed parent trying to bring you to god’s glory.
Worrun – The Capital
Once an even larger and more majestic city, Worrun is now half the size of its original state. During a twelve year war with Stonewall, Worrun was attacked numerous times often bombed by primitive munitions that caused the land to deteriorate and be reclaimed by the sea. The Shattered Fist is a haunting reminder to the brutality of that time, some seventy years ago. The Shattered Fist is strewn with ruins and often treasure hunters comb the area for goods believed to have been lost during the war. Worrun as a city has recovered, but hasn’t forgotten the Twelve Year War and thus spends a great deal of its funding on research for better weapons and defense systems. Those from Worrun are often engineers, blacksmiths and workers in the numerous refining plants and factories. Growing up in Worrun you might have spent your informative years snooping through the ruins of the fist, your parents would have had high hopes of you becoming a smith or engineer.
Leeshe and Taam – The Sister Cities
Leeshe is a small town just outside of the rolling hills of Kallvort. The people of this city are often ranchers and shepherds and graze their livestock between Leeshe and Taam. Taam is technically part of Leeshe, but the distance between them granted it its own name. Coming from Leeshe and Taam most citizens are less educated than those coming from Worrun or Luud but they aren’t bothered by it. The main focus of these areas is working the land and building community. Having been less impacted by the war, they’re less worried about stockpiling than the rest of the country. Growing up in Leeshe or Taam you may have had a very classic cowboy style upbringing, with a focus on family, community and being good to one another.
Luud – Academics and Experiments
The most notable thing about Luud is the large college campus that most people strive to attend. The Luud College has a host of programs, but the most funded and enrolled is in engineering. Those who live in Luud are often scholars, scientists and of course, engineers. The land between Leeshe and Luud is marred with pockmarks and craters from testing of new weapons. Growing up in Luud your parents were probably quite bookish and very focused on your studies, even if you weren’t interested in them.
The harsh peaks of stonewall are home to some of the hardest people in existence. The weather here fluctuates between heavy storms and blistering winds. People from this region dress in heavy layers of leather and furs with an emphasis on utility and function. Social life within stonewall is strict totalitarianism: everyone does what they are told because they must. There has never been another way of living for this isolated island culture. Those from Stonewall are pale in complexion, have hair on the darker side and lighter eyes in blues, greens, grays and light browns.
Common Names: Gerhard, Klaus, Edith, Gisela (German inspirations)
Warsend – The capital of stonewall and its seat of power.
Every prominent family in Warsend has a wall in their home that holds the medals and accomplishments of family members that have passed. All of them decorated war vets. Before you could walk there was a spot reserved for you on that wall. You were from a family of some influence. There are many war heros that adorn your family tree. While your status has afforded you some comforts, your entire life has been about duty and your family dynamic revolves around legacy. You will grow up strong, you will fight for your country, and you will bring honor to your family’s legacy.
God’s Eye
The lower class, The Old, The unimpressive, those deemed poor stock all struggle to find footing in a society that sees them as less than. Life in God’s Eye was worse than you may ever know. You grew up in a community household with two other families including your own. Privacy, decency, shame. These words have little meaning to you. Every morning you wake with hunger in your belly. You did whatever you needed to do to satiate that hunger, and then spent your night trying to accept the things you had done. Your options in life have been laid out for you from the start. Die working one of the many mines that line the mountains or Die in the streets, forgotten. Those that dare to dream envision a life of military service. The ultimate dream of being recognized in combat and sent to the Hollers for proper Training. Every childs hope in God’s eye is to die a war hero and elevate their family name and status.
The Hollers
One of two smaller islands that act as a school of war and base for the live-in students. Military men of some note are selected and placed on specialized paths to serve the war effort. Those lucky enough to Be chosen for The Hollers are truly gifted in the art of war and exemplify The Stonewall Ideals. Those that graduate its courses even moreso.
Sidonia
Once the second island of “The Hollers”, it was renamed to Sidonia after the Dictator of Stonewall’s wife. This island houses military staff and acts as a base, nearly fully protected by a natural landscape of stuff peaks and sharp rocky shores. Sidonia has a small population of military families, growing up on this island would produce only the hardest and most rigid of people.
New Sidonia
Formerly The Isle of Aria, New Sidonia was renamed after it was the first piece of land captured during a major conflict between Stonewall and Malcovia. The fortifications that had been made were meant as temporary encampments but have been in service for years. The encampments, much like the entire occupational force, seem to have been forgotten as the war efforts moved on to other areas. Isolated from the other lands, the stern peoples of Stone wall and the swarthy laidback Malcovians seem to have influenced each other greatly and produced a generation of sharp-thinking, driven individuals. Due to the limitations of your surroundings your people learned to reuse or repurpose virtually anything. The Doctrine of Stonewall is all but lost on you.