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PostPosted: May 7th, 2016, 5:36 am 
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Joined: April 28th, 2016, 6:15 pm
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Location: California
Östrons

Origin / History

The Östrons are a tribal group of humans from the outer realms of the old empire that collectively settled together in the Eastern regions of the new empire following the great migration. Their language developed from their middle position in the trade between the classical Mercurian kingdoms and the dwarven freeholds of the great wastes. Many minor tribes of the old empire worshipped a variety of monsters and animals, however, it was the regal religion of the Valyrians, Creeperism (Creopana to the Östrons) that shaped the religious evolution of these dwarvish speaking Mercurian tribes.

Following their settlement in the new empire on the shores of the Östsee, their new neighbors continued to shape their growth as a culture. The largest settlements in the beginning were in the Kingdom of Perth, the Imperial Isle, the Grand Duchy of Casadia, and much of the coastal forests and swamps between the G.R.H.H and The Kingdom Of Ertia. Organized Creeperism appealed to the Östrons, and like never before Östrons were flocking to Valyrian sites of Creeper worship and the performances of Valyrian regal rites. Their language, Östronish , set the stage for the establishment of the Order of St. Creopbaina. The development of an Östronish sect of Creeperism resulted in a system of learning, religion, culture, and trade between isolated settlements of Östrons. Monasteries, universities, and places of Creopana worship spread throughout the region. Despite the initial inertia of a collective Östron identity, over time, many of these locations fell into disuse as communities failed to resist integration into their suzerain’s culture. Some families settled into the far eastern regions of the empire, beyond the eastern coast of the Östsee and the western coast of the Wystsee. Nowhere was the integration more complete than the Kingdom of Perth, whereas of the current era, no Östronish speaking communities exist. The settlements in Casadia, however, have not integrated in the same fashion. The absence of any kind of Creeperism in Casadia allowed the Östron’s distinct culture to flourish. One of the most active places of Östron study exists in the Casadian village of Arnum (Ernun in Östronish). The strong warrior culture of the Casadians has only encouraged the militant aspect of the sect of St. Creopbaina to progress further.

Appearance

Östrons are pale in appearance, with an incredible diversity of hair colors and eye colors. As children, even the darker haired ones are born with light red or light blonde, which darkens to a tinted brown as a teenager. Their build and height resembles many other Mercurian humans from the classical Mercurian Kingdoms, in particular the humans of the Valyrian Kingdoms. Lifespan averages from 50-60 years among peasants, and up to 80 years for monks (it must be access to all that beer).

Estimated Population Size and Spread

There is no reliable estimate of the Östron population. They currently live in the kingdoms and duchies of the southern and eastern Östsee (Perth, Casadia, Kaine, the Imperial holdings).

Particularities

Östrons speak Östronish, a language that combines features from both Proto-Gaeilgen, and Ancient Dwarvish languages.

Östrons are incredibly religious, however, the actual spiritual nature of this religion has waned with time.

Many Östrons question the Östron identity. It is a widespread belief that they are not a singular culture, despite their common language, ethnicity, and especially their religion. The "Östron Question" is a topic discussed among academics within the empire: When will the Östrons decide they are the Östrons? Many argue that the emergence of a religious nobility within the order of St. Creopbaina could finally unite the Östrons under one banner, and settle the question for good. Considering monks of the Order are not forbidden from taking a wife (few do, however), it is entirely possible that the formation of a noble house and thus a true Östron nationality could occur should the rulers of Perth, Kaine, or Casadia honor one of them with a noble title.

_________________
Ealdorman Cerdic Beoden Accynnafon of Östlond
Runner Up of the Glas Claddach Boat Building Competition
Minister of Justice


Last edited by Cerdic Accynnafon on June 24th, 2016, 11:32 am, edited 1 time in total.

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PostPosted: June 12th, 2016, 4:14 pm 
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Duke

Joined: July 7th, 2015, 9:01 pm
Posts: 596
Location: Maryland
Karsites

Origin / History

Read here.

Appearance

For the most part, Karsites appear the same as the average Mercurian. Black hair remains a dominant trait as well as an average build and height. Though many Karsites are fair skinned in their complexion.

Estimated Population Size and Spread

There are approximately 8,000-10,000 Karsites living in the Empire, and all of them reside in Laghima.

Particularities

Many of the Karsites practiced unique religions but have started joining organized religions, such as the Church of the Reformed Creeper and several others. Long periods of strife and struggle have made the Karsite peoples strong minded yet cautious of trouble among themselves. (will add more to this section later)

_________________
Hasan 'Darius V' Stark

Protector of the Vahnic Exploration Company
Ilkhan of Greater Karastan-Laghima


Last edited by Darius V on July 24th, 2016, 8:53 am, edited 1 time in total.

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PostPosted: June 28th, 2016, 5:52 pm 
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Duke

Joined: June 1st, 2015, 12:47 am
Posts: 725
The Gathered

Origin / History

During the expansion of the Mercurian Empire into New Hermertia* in the Old world during the cycle of the owl, it encountered many indigenous groups for the first time. This brought a sudden wave of new cultural influences and technology into areas that had changed little since the fall of the Old Empire and the Fleeing. During this tumultuous time, some natives uprooted themselves and began to wander the Empire for various reasons: fortune, the dissolution of their culture, curiosity, etc. They came together into tight-knit nomad communities, earning them the name “the Gathered”. They lacked any official form of government or any political power in the realms they travelled through.

In the first mercannum of the final era of the Cycle of the Owl, a major paradigm shift occurred. A fairly new member of the Gathered had amassed significant wealth and, through alliances and subterfuge, political power as well. The Chairman, as he became known, gained approval from the Council of the Crowned to settle the Gathered in the Empire; with help from Pylos of Casadia and Faringar Talin, their first permanent settlement, Tidewater, was established in Venusi. However, around two mercannum later, the events of the Unraveling and the resultant Great Exile forced the Chairman into hiding and caused many of the Gathered to abandon Tidewater out of fear. The first Chairman returned after a mercannum wandering the world and spent the rest of his life reuniting the Gathered so that they could rejoin the Empire.

After the First Chairman, his son, Dax Chairmanson, continued his work in the new world. The Council permitted the Gathered to settle in the Empire again, but under the condition that they would do so as vassals who could earn their independence. Thus, the Gathered established the mining town of Caldera in Ertia, after which the King of Ertia granted them the option of independence, though the Gathered would still resent the Council for some time after. Chairman Dax then led the Gathered south to a flower forest biome where they built the counties of Anthi Laguna and Greytower. The Casadians would settle nearby to the south and would have close relations with the Gathered from then onward.

Appearance

The Gathered are composed of many races, so there is no singular, distinct appearance that they all share.

Estimated Population Size and Spread

Due to the fact that many of the Gathered live in small communities throughout the Empire or continue to be nomads, estimating their population is difficult. At the time of 500 A.I., the total population of the GRHH in the New and Old Worlds was estimated at around 88,500 people.

Particularities

The Gathered are potentially the most multicultural and cosmopolitan culture in the Empire, and have few cultural, religious, or political ideologies that dominate over all the others.

Many of the Gathered have animistic and philosophical beliefs that are either influenced by or directly taken from the “Philosophy of the Three Paths” which was introduced by the First Chairman.

The Gathered have a distinctive creole** language called “Gathered Garble”, “Gatheredese”, etc. that combines many different languages together.

---
*In this case, “New Hermertia” refers to areas discovered to the east and north of the Kingdoms of Xin, West Demurgia (now Kabranth), Perth (Valyria), Voltaros (Valyria), Thoth, Minerva, and Hotonotochi in the Old World in the early days of the Cycle of the Owl. These areas would later be settled by Elenya (now New Isilioth) and New Ertia (now Ertia) as well as other realms.

**In this case creole means a pidgin that has become the native language of a speech community.

_________________
Ulrik Gunnarson
Duke of the Gathered Races of Hermertia Homeland (GRHH)
The Chairman of the GRHH Co.


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PostPosted: August 7th, 2016, 1:50 am 
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Duke

Joined: July 7th, 2015, 9:01 pm
Posts: 596
Location: Maryland
Southern Dry Elves (Common Name)
Vulcite Elves
(Native Name)

Etymology:

The common name 'Southern Dry Elves' is used to describe most Vulcite elves by outsiders as they are one of the only known groups of Elves to inhabit the incredibly dry and warmer biomes across the southern regions of the New World.

Origins:

Following the trying times of the Ibarahian Empire, several High Elves fled into what is now known as the New World in order to escape the inevitable suffering which they believed the Humans would bring about. These High Elves spent the next few hundred years on their ships traveling from small islands across big seas and dangerous oceans. Descendants of the High Elves were born with the responsibility of finding a new home for the group and they did: just a little after Mercurian settlers had also found their new homes.

As these descendants arrived on New World soil they were attacked by Humans with prejudiced opinions and were once again forced to flee. The elves set off to travelling into the obscure southern regions, which were massively uninhabited at the time due to the harsh conditions. The elves traveled into a desert and settled there, staying there for several years, but the sand would eventually swallow any major settlement, so smaller villages populated the massive desert, which was named Vulca, after the High Elf that organized the original escape from the Old World. Here the elves started referring to themselves as Vulcites. The Vulcites pushed into neighboring savanna lands which were much more habitable than Vulca. Vulcites had not been bothered by any form of Mercurian for well over two hundred years, so they started believing their lands had been blessed by ancestral spirits, Taisä, who sought to right their wrong actions committed during the Ibarahian Empire by helping their descendants.

This belief was that ancestral spirits were guarding Vulca, which as time progressed was used to describe the entire region the Vulcites settled in, slowly faded as the first Mercurian contact in Cycle of the Phoenix 01|02 occurred. Unlike their original ancestors, the prejudice towards Humans is little.

Appearance
Vulcites are relatively fair skinned, and no where near as pale as their northern counterparts. Black, grey, and blonde hair are the only phenotype of hair within their population, normally accompanied by brown or blue eyes of various shades. As with other elves, traditionally pointed ears are prevalent and their height is on par with the average Mercurian.

Estimated Population Size and Spread
Vulcites are still a minority and remain in one centralized region, and because of this their population is no where as large as their Aethen or Mercurian counterparts.

Particularities
Vulcites are a people that remain out of touch with most Elven traditions and customs, and because of this they are more accepting and tolerant of other peoples. Minor prejudice exists towards other species and races, but only among the incredibly old and conservative members.

Vulcites at a young age are trained and drilled to be stoic and conservative individuals that have high respect for themselves, each other, and their society. Ancestral worship is also a common thing taught among children and is prevalent among the Vulcites.

_________________
Hasan 'Darius V' Stark

Protector of the Vahnic Exploration Company
Ilkhan of Greater Karastan-Laghima


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PostPosted: September 27th, 2016, 4:56 pm 
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Duke

Joined: June 1st, 2015, 11:54 am
Posts: 234
Location: Brooklyn, NY
The Argven

============================================

History

Millenia ago, in lands in far away and long since forgotten, man and elf lived in peace. Marriage between the two races were rare but accepted. The children from such a union were lovingly referred to as Ahrg'ven'hij, an ancient Elven term meaning "when two are one". However, the tides of war soon came to this land.

War came and went and tensions were still turbulent between them. The unions and children who were once accepted were now seen as taboo and vulgar. So much so that any fraternizing between the two races was punishable to the discretion of the city or village they were found in. Some were separated, some were jailed. Usually they were put to death. Children were sold as slaves or worse.

Ahnu was a child born to an Elven prince and human servant. She was born just before the war started. When she was of age, she was drafted to fight for the humans where she would eventually encounter and forced to kill her own father. After she learned of her Elven roots and who her father was, she abandoned the war to search for others like her. Her mission became one of peace for people like her and their parents. Together they escaped the war and survived as vagrants and outlaws. She would continue to lead her people in finding other Ahrg'ven'hij long after the war's end.

It is generally accepted that Ahnu was an integral factor in the survival of her people. She lead them to some sort of freedom them and found them a way to escape one of the worst tragedies in history, the Unravelling, but a mixture of history, lore, and glorification seem to mix with the events.

According to Argven lore, they say another war broke out with a group called A'Tehr, a word translated as "shadows of the end". These beings sought to destroy the world and Ahnu harnessed the power of Yllus (the sun) to kill them.

Yllusism (a long dead religion) says that Ahnu was in fact the sun (Yllus) born on Hermertia to save all life. Most agree that the Argven dissapeared around the Unravelling. It's said that they escaped into the Nether to flee and were lost to history.

Not all is clear, but it has been confirmed that a large sect of Argven eventually made it to Hermertia and hid out on an island far south where they lived in obscurity for hundreds of thousands of years. Today they thrive in villages such as Rohavn, Concordia, and Amohn'Rav to name a few.

============================================

Appearance

The Argven people went through an amazing transition. Years of living in the nether made them acclimate to the harsh enviornment. Eyes became red to see clearly. Their skin grew dark red from the constant light and heat from the lava as well as a defense to hide in the dark corners. There have been unconfirmed reports of Red Argven sightings in the nether.

Those Argven who returned to the surface began to evolve yet again to survive in their new environment. Skin lightened to take in more sun and now look almost unrecognizable from a human, aside from their red eyes and long ears. They can come in all sizes, though not very common to find one as tall as an elf.

Warriors traditionally keep their hair long and kept tied in a wolf's tail with shaved sides.

============================================

Estimated Population Size

The Argven people are private by nature. Because of this, it's hard to put a number on them. Though some joined villages and cities in places such as Valtoros, Perth, as well as Concordia, the vast majority live in forests all over Ahn'Ruhn, the lands found by Amohn. If we count the ones living in the known cities, their numbers are in the low hundreds, but Amohn was once quoted as saying there are well over 2,000 Argven living in Hermertia before his mysterious disappearance.
============================================
Particularities
The Argven are an industrious tribal people. Able to live in any terrain, but prefer heavily wooded jungles and forests. Many have taken to setting up small tribes deep in the woods rather than living in Hermertian settlements.

They don't see any race as superior or lesser than. In fact, they preach acceptance and refuge for any and all. There are several small camps of orcs in the woods and dwarves in the mountains all over Ahnurav.

_________________
The Ash
Right hand of the King of Valtoros, Kyn
Crest Designer Extraordinaire


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PostPosted: December 3rd, 2016, 7:32 am 
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King

Joined: June 4th, 2015, 12:02 am
Posts: 259
Isilian

Origin / History
The Isilian people hail all the way back to the Cycle of the Snake, from the old Kingdom of Isilioth. Formally a province under control of the Empire of Man, they won their independence in a brutal war that nearly destroyed both realms. After what scholars believe was roughly 200 years of flourishing and growth, the Kingdom was destroyed in the events of The Fleeing. The survivors fled to the east by sea, eventually reaching their new home in what is now known as Elenya.

After nearly 180 years of isolation, contact was established with the Mercurian Empire. After negotiations, Elenya was recognized to the Empire as a freehold, and later joined as a Realm of he Empire under the leadership of Governor Thrain. The capital city of Elenya was Corbenic, which was criticized as being an “overambitious project, a walled city that would only be complete in the dreams of the delusional Thrain”, and was vastly underdeveloped. Around the time of The Unraveling, Governor Cyrus was ascended to King Cyrus the () by the Council in hopes to bring stability in rocky times. Much of the Isilian people migrated to the New World when it was discovered, settling what is now known as New Isilioth. Despite the turbulent years of near chaos ensued by the neglect of several Kings of New Isilioth, including the abdication of King Isaac, New Isilioth is enjoying an unprecedented period of growth and stability under the reign of King Tiber III.

Appearance
The Isilian people fair skinned in appearance, with the notable exception of the people who settled the Red Wastes nearly 150-200 years ago, who now seem to have developed a tanned complexion even from birth. Isilian’s have a diverse range of hair colours, from the common black, brown, and blonde, to even the rarer redheads that men across the Empire fawn over. Their build is the same as other humans, however the average Isilian is taller than others at roughly 6’1”. The current King Tiberius III is 6’3”, while the tallest recorded Isilian is Lord Gunther Mountain-Fist (a 6’10” monster of a man, a Captain in the Royal Army). The average life span of nobility, the religious groups, and well educated is around 80 years’ old. For peasants, a quaint 50 to 60 years old is the average life span.

Estimated Population Size and Spread
The current population of New Isilioth is estimated to be around 25,000 people, although numbers may be inaccurate as the current census is incomplete. Roughly 18,000 people live in the Capital of Oakland, with the rest living in other towns such as Tiberford (3,000) and Rotamfal (1,140), and small villages scattered amongst the Kingdom.

Particularities
The Isilian people speak their own language of the same name, carried down since the old Kingdom of Isilioth. To read further into the Isilian language, refer to “Languages of the Mercurian Empire”, P.5, viewtopic.php?f=42&t=676&start=40)

While New Isilioth has an official religion in the Kriche die Drachenfeuer (Church of the Dragonfire), the Church has very little influence. There is a small Creeper worshipping population in New Isilioth as well, along with spirit worshipping as well. The rest of the population are irreligious however, but the Church hopes to change the general opinion towards themselves with ambitious plans to soon be revealed.

_________________
King Tiber Elenvar, third of his name.
Lord of New Isilioth
Lord of Elenya
Blood of the Ancient Kingdom of Isilioth
Grandmaster of the Drachenfeuer Order.


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