Post by Mandate of Ainrii on May 5, 2011 23:26:17 GMT -5
Kingdom Name: Mandate of Ainrii
Kingdom Race:
Elves - Arguably the oldest race on the planet, Elves have watched the world grow and watched the world burn. Magically powerful and cunning, the Elves are a tall and elegant race, known particularly for their pointed ears and patient nature. The Elves are traditionally a race aligned more so with the morality of law and justice, but history has indicated that races of Dark Elves have made themselves known before. Elves have an average lifespan of 700 years.
The Ainrii are a subspecies of elves adapted to the rolling hills, plains, and rivers of their homeland. They stand a little shorter than the elven average - just about human height - and have dark, ruddy brown skin, complemented by dark hair and eye colors. Four fifths of Ainrii have black hair or amber eyes. Despite their somewhat distinguished appearances, they bear all the hallmarks of being elves, especially a lithe grace and endurance that puts most other races to shame.
Kingdom's Race Bonuses & Malus:
Old Kingdoms - Elven Kingdoms start with a single Construct of choice in the capital.
Deliberative - Elves are very slow to decide on all political and military matters.
Old Kingdom Construct: Minor Paved Roads
Race's Natural Predisposition:
Neutral -- A neutral natural predisposition means that this race was not against or for the rise of Varinus. Most likely, they decided neutral for pragmatic purposes and decided to not put their nose where it didn't belong, or perhaps they were just so far away the war didn't really effect them. Neutral races have neutral relations with everyone, but will inevitably lean toward the predisposition of their neighbors.
Kingdom Size:
Small - A small kingdom has expanded past its capital and established a secondary village. There is a designated path between the capital and the city, but the road may not have been laid and cartographed. There is sufficient space for farming and the like between the city and capital for further expansion as well.
* Has up to one city and the Capital.
Riimakis (Capital) - A towering city in the heart of Ainrii, Riimakis is the center of low and governance for the Mandate. It's governor is the closest thing Ainrii has to a sovereign ruler, and the roads and infrastructure that extend throughout Ainrii all collide at Riimakis. The city itself is largely built of old stone buildings, and seperated into five districts. One district is for each class, plus a market district and a civic district.
Population: 5 million
Aowal (Port City) - Situated just south of Riimakis on the coast of Ainrii, Aowal is the main port city of Ainrii. It houses Ainrii's ships and is a destination for naval traders. The city is centered around the docks, with the Ioran district overlooking the rest of the city from a hill. The lower-caste districts are closer to the smell and noise of the waterside. Aowal has had difficulties with pirate raids, which has necessitated a permanent garrison.
Population: 3 million
Kingdom Government:
Oligarchy - Oligarchy is a form of government in which a small segment of society has all of the power. Power might be held by a specific family or tribe, or people of a certain religion or from a special caste. Usually the rich or militaristically imbued are the ones with the power. Some oligarchies can be good in nature, though this is rare.
-- Military Units fighting in Home territory fight as Veteran -- High Morale.
Ainrii is ruled by the Ioran caste, which occupies all scholarly and administrative posts. The most powerful of the Ioran caste are the three governors, appointed by the agreement of lesser caste-members. The governors have legislative and executive power within their cities, and by agreement over Ainrii as a whole.
In addition to the governors, there are various other leaders within the Ioran caste who, through their position, wield great influence. These include the Master of
Name of the Kingdom's Leaders:
Governess Iinsali Haerin Ioran - As governess of Riimakis and the surrounding lands, governess Iinsal is likely the most powerful figure in all of Ainrii. She is a middle-aged elf, having ruled since before the rise and fall of Varinas. Her calm and level-headed demeanor has been a boon to the Mandate's diplomatic relations.
Governor Menral Raonar Ioran - Governor of Aowal, Menral has a reputation as an uptight and xenophobic young elf. He looks down on foreigners and dislikes their presence, despite reigning over the Mandate's port city. His position as governor is due to his mother's political power and his own genius for bureaucracy. His staff does their best to keep him busy with the accounts, rather than insulting foreigners.
Keeper of Law Iosadi Nihamin Ioran - An elderly scholar who spends much of her time counseling the younger rulers, Iosad is the Keeper of Law - the head judiciary of Ainrii. It is she who determines the legitimacy of other's actions and dictates the finer points of the Traditions.
Keeper of Scrolls Halaeri Iorek Ioran - Head mage and scholar of Ainrii, Halaeri is a surprisingly young elven woman. She rose rapidly to prominence during the Goblin Wars and was appointed at the death of the Keeper of Scrolls because of her martial attitude. Since peace has come, some have begun to criticize her for neglecting the scholarly part of her position, but her aggressive attitude still serves her as well in peace as in war.
Kingdom's Population Size and Population Growth:
15 Million
300,000 / update
Kingdom's Labor Trait:
Caste System - The caste policy is an elaborate and complex social system that combines elements of occupation, endogamy, culture, social class, tribal affiliation and political power. It should not be confused with more elemental aspects such as nobility, race or social class, in that members of all castes in one society may belong to the same race. The caste system divides the kingdom up among it's different castes, and while sometimes can be a positive enforcement, is mostly negative. There are usually the worker, warrior and often times leader or noble castes. These castes create social conflict and can sometimes lead to political or military incidents.
-- Forges, Plantations, Marketplaces and Theaters all generate +1 more Economic Points per week.
There are three castes in Ainrii. Intermarriage between the castes is forbidden, and the caste status of one's mother largely determines the level of education and station in life. The primary distinction between the castes is education rather than role; only the Ioran caste has a comprehensive education and learns how to read, members of the Takoinas caste learn a limited profession, and Aikanoi members are simply put to work:
Ioran - The ruling caste. Ioran literally means "scholar," and refers to the extensive education that members of the Ioran caste receive. Its members make up the administrators, mages, and rulers of the empire. Unlike many ruling groups the Ioran caste does not rely on military oppression for control, instead monopolizing knowledge and keeping an iron fist over the bureaucracy.
Takoinas - The professional caste. Takoinas members have experience and education in particular fields, serving as soldiers, masons, architects, merchants, or other professionals. While not rulers, experienced Takoinas members often achieve respected positions.
Aikanoi - The aikanoi caste encompasses laborers, servants, farmers, and other simple jobs. Education for the Aikanoi class is severely restricted, forcing them to be dependent on the Takoinas caste for specialized work and the Ioran caste for leadership and guidance.
Kingdom's Legal Trait:
Rule of Law - The government is bound by certain laws or traditions to respect the rights and privileges of its citizens. Respecting these traditions makes for a happier populace and less corruption, but also makes it more difficult to crack down on unrest or criminals.
-- Increases Happiness by 1 per city per week.
-- Courthouses & Town Watches cost 50% less.
Ainrii is a land of law and custom rather than one of strength or cunning. There are two kinds of laws that govern the land: The Traditions are the immutable customs passed down through generations, which create the culture and customs that distinguish Ainrii from other nations. Inferior to the traditions are the laws and decrees of the governors, which deal with current events and needs.
Kingdom's Religion Trait:
Local Beliefs - Local Beliefs are ancient and old religions, whether polytheistic or monotheistic that have stood the test of time and been passed down through the ages, most likely through storytelling and in some rare cases with scripture. Minor Religions have the added boost that people can accept a Minor Religion much easier than a Major Religion which might have a huge pantheon of Gods and hundreds of new rituals to learn. People can take on local beliefs without having to change the greater things in life.
-- Kingdom will have a Minor Religion that starts at 35% of the kingdoms population. Your kingdom's capital will be that Minor Religion's capital.
-- +2 Happiness Points for every Natural Resource Node your kingdom possesses.
Ainrii elves practice a form of spirit-worship that furthers their lawful worldview. The world itself is full of spirits, but even these spirits fall into castes and must obey the order of things. Many Ainrii religion practices focus on exploiting these rules to compel the spirits to commit or not commit certain actions.
Kingdom's Military Trait:
Conscription - In times of war, many of those serving in non-military roles are put through a hurried training, given a weapon and ordered to the front. They do not have to pay for their own weapons or training, the kingdom pays for it as the kingdom is the one who needed them there. They are fed, but as soon as the kingdom no longer needs them they will be disbanded and returned to their original form of work.
-- Warrior Companies, Swordsmen Companies and Light Cavalry can be purchased at a price of 1 Economic Point.
-- For every one Military Unit conscripted, 1 Happiness point is automatically deducted.
The vast Ainrii bureaucracy, administrated by the Ioran caste, maintains at all times a list of able-bodied elves and any skills they may have that would be useful in combat. In times of need the list is unfurled, and the elves are called to serve Ainrii as their station allows. Ioran are not exempt from this draft, but they tend to receive leadership and administration positions, while Aikanoi make up the bulk of the basic soldiers.
Kingdom's Kingdom Trait:
Arcane Understanding - While other nations have turned their backs on the old way's and allowed their magical talents to wax, wane, and eventually die out this nation has nurtured those magic users whom have been born into it's society. Magic is accepted and in turn applied towards the defense of the nation. Hardened battlemages and spellswords have been trained, giving this country a very sharp edge over those whom have mistakenly allowed their talented magic users to wither and die.
* Allows the purchase of Mage Units and Spellsword Companies.
* Allows selection of a single Arcane Tree for use.
Arcane Trees: Divination (Tentative until magic section complete)
The knowledge of the arcane is one of the most coveted secrets of the Ioran caste. It was this power that allowed them to gain control over Ainrii, and to this day no one outside of the ruling caste has learned it. Common claim among the lower castes is that spirits are bound to obey the Ioran just as mortals are, and that Ioran magic involves invoking this authority.
Kingdom's Military / Military Spending:
Total: 45 MP
Mage Companies (3) - 12 MP
Swordsman Regiments [Iron] (4) - 12 MP
Spellsword Regiment - 6 MP
Spearman Regiments [Iron] (2) - 8 MP
Total Spent: 38 MP
MP Remaining: 7
Kingdom's Resource Nodes / Economy:
Foodstuffs
-- Required by all kingdoms.
-- +1 Economic Points every two weeks.
-- Every Additional resource node adds +200,000 population increase.
Iron Ore
-- +2 Economic Points every two weeks.
-- Allows 20 Military Companies per node.
Total: +3 EP / 2 Week
Kingdom's Cultural Points:
+ 2 CP / 2 Week
Kingdom History:
Before varinas - The Ainrii were originally a nomadic elven people, wandering the deserts and plains of the continent in a great city of tents. Even then they followed the Traditions, separating themselves into castes. With no homeland, those who held the knowledge of the Ainrii were revered as precious representatives of their heritage. It was during this time that the Ioran discovered magic. Legend says that the Ioran had some claim to dominion over the spiritual world as lawmakers and record-keepers, a claim that they began to enforce when they discovered their new homeland.
But the Ainrii had no intention of remaining nomads forever. When they discovered their current homeland it was an idyllic place - full of rolling hills and lush soil. The only inhabitants were disparate tribes of goblins and humans. The Ainrii wanted it for their own. The current residents were both easy and difficult to defeat. They were easy to crush militarily, falling swiftly before the onslaught of thousands of Ainrii warriors, backed by the power of spirits and mages, but they were difficult to annihilate, because they split into many small tribes and removed themselves to hidden places. It took an entire generation - seven hundred years - for the Ioran diviners to hunt down and annihilate the last natives.
With an established civilization, the power and knowledge of the Ainrii grew rapidly. Their magic, already formidable, rose to new heights. The Ioran claimed to have struck a deal with the spirits of the land, granting them a Mandate to govern their new home.
Varinus and the Goblin War - When Varinus first visited the Ainrii he was a lowly wizard, hoping to learn something of the Ainrii's secrets. He could not, of course, access to knowledge of the Ioran, but during his time there he made many friends and learned much about their religion, perhaps even garnering a little magic from the rituals commoners practiced.
The result of his time there was that many Ainrii had a good opinion of the wizard, who was obviously driven, but also polite and civil. Thus, when Varinus first rose to power he was quietly supported by many in Ainrii. A sort of informal "truce" developed between the wizard and the Ioran, both using the other to expand their power while leaving the other alone.
That truce ended with the beginning of the Goblin War. Varinus ordered the goblin tribes of Kurgan to invade Ainrii, likely hoping to take by force the knowledge that he could not take by charm. The goblins marched unopposed into Ainrii land, cutting a swathe of destruction through the countryside, but were stalled by a hastily-recruited force at Riimakis in the Battle of Riimakis. As the goblins besieged the city, another army of Ainrii arrived at the scene and encircled the goblins. Surrounded, outnumbered, and facing magics they had never seen before, the goblin army was annihilated at the Second Battle of Riimakis.
Following the victory, the Ioran agreed that Varinus' influence could not be allowed to grow. Wary of the so called "alliance" which they perceived as a possible future threat, the Ainrii declined to join. Instead, they Marshalled an army and invaded Kurgan while the Alliance attacked Varinus. At first the army made swift headway, burning goblin towns and villages to the ground as they advanced on the capital. In order to counteract the threat the goblin king was forced to recall his forces from Varinus' command, allowing him to halt the Ainrii offensive, but also denying Varinus an army of much-needed goblin swordsmen.
By the time of Varinus' death, the war had dragged to a bloody standstill. With the army taking heavy losses and Varinus' forces shattered by his death, the Ioran decided that the war was not worth pursuing. While the goblins might eventually be defeated, it would only be at great cost. The army was withdrawn, and the goblins were in too sorry a state to launch a counterattack. The world stopped to take a breath.
Post Varinus - The years since Varinus' death have seen some reorganization among the Ioran leadership, and growth within the Mandate of Ainrii. Constant skirmishes with goblins on the borders has lead to the creation of a few permanent companies of soldiers, equipped to protect Ainrii from another lightning-march like the first goblin assault. The old Keeper of Scrolls, who died at the First Battle of Riimakis, has been replaced with the much more militant Halaeri Iorek. Ainrii has also used the aftermath of the war to expand its influence, sending "aid" to nearby factions badly hurt by the events, and using its now battle-hardened and veteran army to extend its claims to the west.
The Ioran have also been very interested in Varinus' demise and the deadlands, pouring over ancient records and scrying the area in their quest for knowledge and power. While other factions have sent treasure-hunters into the deadlands, the Ioran have been more interested in the land itself and the creatures that still roam it. What information the Ioran have shared with the other castes suggests that they are attempting to determine the nature of the spirits in the deadlands, the cause of the blight, and whether the effect could be manipulated or reversed. For this reason, several teams have been camped at the edge of the deadlands for the last decade, capturing ghouls and other specimens and performing divinations as instructed by scholars back in the homeland.
Kingdom's Location:
Kingdom Race:
Elves - Arguably the oldest race on the planet, Elves have watched the world grow and watched the world burn. Magically powerful and cunning, the Elves are a tall and elegant race, known particularly for their pointed ears and patient nature. The Elves are traditionally a race aligned more so with the morality of law and justice, but history has indicated that races of Dark Elves have made themselves known before. Elves have an average lifespan of 700 years.
The Ainrii are a subspecies of elves adapted to the rolling hills, plains, and rivers of their homeland. They stand a little shorter than the elven average - just about human height - and have dark, ruddy brown skin, complemented by dark hair and eye colors. Four fifths of Ainrii have black hair or amber eyes. Despite their somewhat distinguished appearances, they bear all the hallmarks of being elves, especially a lithe grace and endurance that puts most other races to shame.
Kingdom's Race Bonuses & Malus:
Old Kingdoms - Elven Kingdoms start with a single Construct of choice in the capital.
Deliberative - Elves are very slow to decide on all political and military matters.
Old Kingdom Construct: Minor Paved Roads
Race's Natural Predisposition:
Neutral -- A neutral natural predisposition means that this race was not against or for the rise of Varinus. Most likely, they decided neutral for pragmatic purposes and decided to not put their nose where it didn't belong, or perhaps they were just so far away the war didn't really effect them. Neutral races have neutral relations with everyone, but will inevitably lean toward the predisposition of their neighbors.
Kingdom Size:
Small - A small kingdom has expanded past its capital and established a secondary village. There is a designated path between the capital and the city, but the road may not have been laid and cartographed. There is sufficient space for farming and the like between the city and capital for further expansion as well.
* Has up to one city and the Capital.
Riimakis (Capital) - A towering city in the heart of Ainrii, Riimakis is the center of low and governance for the Mandate. It's governor is the closest thing Ainrii has to a sovereign ruler, and the roads and infrastructure that extend throughout Ainrii all collide at Riimakis. The city itself is largely built of old stone buildings, and seperated into five districts. One district is for each class, plus a market district and a civic district.
Population: 5 million
Aowal (Port City) - Situated just south of Riimakis on the coast of Ainrii, Aowal is the main port city of Ainrii. It houses Ainrii's ships and is a destination for naval traders. The city is centered around the docks, with the Ioran district overlooking the rest of the city from a hill. The lower-caste districts are closer to the smell and noise of the waterside. Aowal has had difficulties with pirate raids, which has necessitated a permanent garrison.
Population: 3 million
Kingdom Government:
Oligarchy - Oligarchy is a form of government in which a small segment of society has all of the power. Power might be held by a specific family or tribe, or people of a certain religion or from a special caste. Usually the rich or militaristically imbued are the ones with the power. Some oligarchies can be good in nature, though this is rare.
-- Military Units fighting in Home territory fight as Veteran -- High Morale.
Ainrii is ruled by the Ioran caste, which occupies all scholarly and administrative posts. The most powerful of the Ioran caste are the three governors, appointed by the agreement of lesser caste-members. The governors have legislative and executive power within their cities, and by agreement over Ainrii as a whole.
In addition to the governors, there are various other leaders within the Ioran caste who, through their position, wield great influence. These include the Master of
Name of the Kingdom's Leaders:
Governess Iinsali Haerin Ioran - As governess of Riimakis and the surrounding lands, governess Iinsal is likely the most powerful figure in all of Ainrii. She is a middle-aged elf, having ruled since before the rise and fall of Varinas. Her calm and level-headed demeanor has been a boon to the Mandate's diplomatic relations.
Governor Menral Raonar Ioran - Governor of Aowal, Menral has a reputation as an uptight and xenophobic young elf. He looks down on foreigners and dislikes their presence, despite reigning over the Mandate's port city. His position as governor is due to his mother's political power and his own genius for bureaucracy. His staff does their best to keep him busy with the accounts, rather than insulting foreigners.
Keeper of Law Iosadi Nihamin Ioran - An elderly scholar who spends much of her time counseling the younger rulers, Iosad is the Keeper of Law - the head judiciary of Ainrii. It is she who determines the legitimacy of other's actions and dictates the finer points of the Traditions.
Keeper of Scrolls Halaeri Iorek Ioran - Head mage and scholar of Ainrii, Halaeri is a surprisingly young elven woman. She rose rapidly to prominence during the Goblin Wars and was appointed at the death of the Keeper of Scrolls because of her martial attitude. Since peace has come, some have begun to criticize her for neglecting the scholarly part of her position, but her aggressive attitude still serves her as well in peace as in war.
Kingdom's Population Size and Population Growth:
15 Million
300,000 / update
Kingdom's Labor Trait:
Caste System - The caste policy is an elaborate and complex social system that combines elements of occupation, endogamy, culture, social class, tribal affiliation and political power. It should not be confused with more elemental aspects such as nobility, race or social class, in that members of all castes in one society may belong to the same race. The caste system divides the kingdom up among it's different castes, and while sometimes can be a positive enforcement, is mostly negative. There are usually the worker, warrior and often times leader or noble castes. These castes create social conflict and can sometimes lead to political or military incidents.
-- Forges, Plantations, Marketplaces and Theaters all generate +1 more Economic Points per week.
There are three castes in Ainrii. Intermarriage between the castes is forbidden, and the caste status of one's mother largely determines the level of education and station in life. The primary distinction between the castes is education rather than role; only the Ioran caste has a comprehensive education and learns how to read, members of the Takoinas caste learn a limited profession, and Aikanoi members are simply put to work:
Ioran - The ruling caste. Ioran literally means "scholar," and refers to the extensive education that members of the Ioran caste receive. Its members make up the administrators, mages, and rulers of the empire. Unlike many ruling groups the Ioran caste does not rely on military oppression for control, instead monopolizing knowledge and keeping an iron fist over the bureaucracy.
Takoinas - The professional caste. Takoinas members have experience and education in particular fields, serving as soldiers, masons, architects, merchants, or other professionals. While not rulers, experienced Takoinas members often achieve respected positions.
Aikanoi - The aikanoi caste encompasses laborers, servants, farmers, and other simple jobs. Education for the Aikanoi class is severely restricted, forcing them to be dependent on the Takoinas caste for specialized work and the Ioran caste for leadership and guidance.
Kingdom's Legal Trait:
Rule of Law - The government is bound by certain laws or traditions to respect the rights and privileges of its citizens. Respecting these traditions makes for a happier populace and less corruption, but also makes it more difficult to crack down on unrest or criminals.
-- Increases Happiness by 1 per city per week.
-- Courthouses & Town Watches cost 50% less.
Ainrii is a land of law and custom rather than one of strength or cunning. There are two kinds of laws that govern the land: The Traditions are the immutable customs passed down through generations, which create the culture and customs that distinguish Ainrii from other nations. Inferior to the traditions are the laws and decrees of the governors, which deal with current events and needs.
Kingdom's Religion Trait:
Local Beliefs - Local Beliefs are ancient and old religions, whether polytheistic or monotheistic that have stood the test of time and been passed down through the ages, most likely through storytelling and in some rare cases with scripture. Minor Religions have the added boost that people can accept a Minor Religion much easier than a Major Religion which might have a huge pantheon of Gods and hundreds of new rituals to learn. People can take on local beliefs without having to change the greater things in life.
-- Kingdom will have a Minor Religion that starts at 35% of the kingdoms population. Your kingdom's capital will be that Minor Religion's capital.
-- +2 Happiness Points for every Natural Resource Node your kingdom possesses.
Ainrii elves practice a form of spirit-worship that furthers their lawful worldview. The world itself is full of spirits, but even these spirits fall into castes and must obey the order of things. Many Ainrii religion practices focus on exploiting these rules to compel the spirits to commit or not commit certain actions.
Kingdom's Military Trait:
Conscription - In times of war, many of those serving in non-military roles are put through a hurried training, given a weapon and ordered to the front. They do not have to pay for their own weapons or training, the kingdom pays for it as the kingdom is the one who needed them there. They are fed, but as soon as the kingdom no longer needs them they will be disbanded and returned to their original form of work.
-- Warrior Companies, Swordsmen Companies and Light Cavalry can be purchased at a price of 1 Economic Point.
-- For every one Military Unit conscripted, 1 Happiness point is automatically deducted.
The vast Ainrii bureaucracy, administrated by the Ioran caste, maintains at all times a list of able-bodied elves and any skills they may have that would be useful in combat. In times of need the list is unfurled, and the elves are called to serve Ainrii as their station allows. Ioran are not exempt from this draft, but they tend to receive leadership and administration positions, while Aikanoi make up the bulk of the basic soldiers.
Kingdom's Kingdom Trait:
Arcane Understanding - While other nations have turned their backs on the old way's and allowed their magical talents to wax, wane, and eventually die out this nation has nurtured those magic users whom have been born into it's society. Magic is accepted and in turn applied towards the defense of the nation. Hardened battlemages and spellswords have been trained, giving this country a very sharp edge over those whom have mistakenly allowed their talented magic users to wither and die.
* Allows the purchase of Mage Units and Spellsword Companies.
* Allows selection of a single Arcane Tree for use.
Arcane Trees: Divination (Tentative until magic section complete)
The knowledge of the arcane is one of the most coveted secrets of the Ioran caste. It was this power that allowed them to gain control over Ainrii, and to this day no one outside of the ruling caste has learned it. Common claim among the lower castes is that spirits are bound to obey the Ioran just as mortals are, and that Ioran magic involves invoking this authority.
Kingdom's Military / Military Spending:
Total: 45 MP
Mage Companies (3) - 12 MP
Swordsman Regiments [Iron] (4) - 12 MP
Spellsword Regiment - 6 MP
Spearman Regiments [Iron] (2) - 8 MP
Total Spent: 38 MP
MP Remaining: 7
Kingdom's Resource Nodes / Economy:
Foodstuffs
-- Required by all kingdoms.
-- +1 Economic Points every two weeks.
-- Every Additional resource node adds +200,000 population increase.
Iron Ore
-- +2 Economic Points every two weeks.
-- Allows 20 Military Companies per node.
Total: +3 EP / 2 Week
Kingdom's Cultural Points:
+ 2 CP / 2 Week
Kingdom History:
Before varinas - The Ainrii were originally a nomadic elven people, wandering the deserts and plains of the continent in a great city of tents. Even then they followed the Traditions, separating themselves into castes. With no homeland, those who held the knowledge of the Ainrii were revered as precious representatives of their heritage. It was during this time that the Ioran discovered magic. Legend says that the Ioran had some claim to dominion over the spiritual world as lawmakers and record-keepers, a claim that they began to enforce when they discovered their new homeland.
But the Ainrii had no intention of remaining nomads forever. When they discovered their current homeland it was an idyllic place - full of rolling hills and lush soil. The only inhabitants were disparate tribes of goblins and humans. The Ainrii wanted it for their own. The current residents were both easy and difficult to defeat. They were easy to crush militarily, falling swiftly before the onslaught of thousands of Ainrii warriors, backed by the power of spirits and mages, but they were difficult to annihilate, because they split into many small tribes and removed themselves to hidden places. It took an entire generation - seven hundred years - for the Ioran diviners to hunt down and annihilate the last natives.
With an established civilization, the power and knowledge of the Ainrii grew rapidly. Their magic, already formidable, rose to new heights. The Ioran claimed to have struck a deal with the spirits of the land, granting them a Mandate to govern their new home.
Varinus and the Goblin War - When Varinus first visited the Ainrii he was a lowly wizard, hoping to learn something of the Ainrii's secrets. He could not, of course, access to knowledge of the Ioran, but during his time there he made many friends and learned much about their religion, perhaps even garnering a little magic from the rituals commoners practiced.
The result of his time there was that many Ainrii had a good opinion of the wizard, who was obviously driven, but also polite and civil. Thus, when Varinus first rose to power he was quietly supported by many in Ainrii. A sort of informal "truce" developed between the wizard and the Ioran, both using the other to expand their power while leaving the other alone.
That truce ended with the beginning of the Goblin War. Varinus ordered the goblin tribes of Kurgan to invade Ainrii, likely hoping to take by force the knowledge that he could not take by charm. The goblins marched unopposed into Ainrii land, cutting a swathe of destruction through the countryside, but were stalled by a hastily-recruited force at Riimakis in the Battle of Riimakis. As the goblins besieged the city, another army of Ainrii arrived at the scene and encircled the goblins. Surrounded, outnumbered, and facing magics they had never seen before, the goblin army was annihilated at the Second Battle of Riimakis.
Following the victory, the Ioran agreed that Varinus' influence could not be allowed to grow. Wary of the so called "alliance" which they perceived as a possible future threat, the Ainrii declined to join. Instead, they Marshalled an army and invaded Kurgan while the Alliance attacked Varinus. At first the army made swift headway, burning goblin towns and villages to the ground as they advanced on the capital. In order to counteract the threat the goblin king was forced to recall his forces from Varinus' command, allowing him to halt the Ainrii offensive, but also denying Varinus an army of much-needed goblin swordsmen.
By the time of Varinus' death, the war had dragged to a bloody standstill. With the army taking heavy losses and Varinus' forces shattered by his death, the Ioran decided that the war was not worth pursuing. While the goblins might eventually be defeated, it would only be at great cost. The army was withdrawn, and the goblins were in too sorry a state to launch a counterattack. The world stopped to take a breath.
Post Varinus - The years since Varinus' death have seen some reorganization among the Ioran leadership, and growth within the Mandate of Ainrii. Constant skirmishes with goblins on the borders has lead to the creation of a few permanent companies of soldiers, equipped to protect Ainrii from another lightning-march like the first goblin assault. The old Keeper of Scrolls, who died at the First Battle of Riimakis, has been replaced with the much more militant Halaeri Iorek. Ainrii has also used the aftermath of the war to expand its influence, sending "aid" to nearby factions badly hurt by the events, and using its now battle-hardened and veteran army to extend its claims to the west.
The Ioran have also been very interested in Varinus' demise and the deadlands, pouring over ancient records and scrying the area in their quest for knowledge and power. While other factions have sent treasure-hunters into the deadlands, the Ioran have been more interested in the land itself and the creatures that still roam it. What information the Ioran have shared with the other castes suggests that they are attempting to determine the nature of the spirits in the deadlands, the cause of the blight, and whether the effect could be manipulated or reversed. For this reason, several teams have been camped at the edge of the deadlands for the last decade, capturing ghouls and other specimens and performing divinations as instructed by scholars back in the homeland.
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