Accession of Actacea
After the devastating Rhodesian empire, many of the once bustling cities of Actacea have been reclaimed by the wilderness that surrounds them. In the southernmost corner, bordering Rhodesia, the burnt ruins of the keeps built by King Doramyr 190th year before the current era lay torn asunder. Deeper into the wilds, the remnants of the cities and towns lost recently join those of the long-forgotten peoples who were lost to the horrors that dwell in the darker corners of the wilderness. Through the North-Western mountain range of Alsheraak, the ancient fortresses that have been the dwelling place of dwarves since the birth of the nation lay silent and still. Towards the North-Eastern side of the nation, however, the survivors of the invasion still stand, and are slowly reclaiming what was lost. The capitol of Feldnir, in the crux of the Eastern mountains of Har’nor still stands gloriously. The great isle of Atris though mostly untouched by the invasion, has indeed felt it’s wake. As the cities dwindle from the resulting famine, the Giants that had been driven back deep into the southern mountains return.
There are many races that find their home in Actacea. Due to this diversity, and the reliance that Actacea has on other nations for trade, creatures of most races are welcomed, and play their own part in the culture. The main races that inhabit Actacea, and have done so since the formation of the nation are the humans, dwarves, halflings and elves.
Humans are the most common race in Actacea. The peasantry consists mostly of human commoners. They are, however, typically also the leaders in the nation. The first settlers in the caves of Arlza-Dom were led by a group of humans. Since that time, the royal bloodline has been purely human.
Elves, though hailing from the Feywild, have long been part of Actacea, and many now feel that the natural realm is their homeland. Both wood elves and Eladrin make this claim. Wood elves greatly outnumber the amount of Eladrin in Actacea. Similar to humans, they can be found throughout all the castes in society. The wood elves that still make home in the forests usually act as traders and hunters in the society at large, taking advantage of areas that are close to highways. Those that make their home in small villages usually do not shy away from mingling with humans. There even exist some isolated villages where the mingling has been such a long part of their history that they are now entirely populated by half-elves. Eladrin on the other hand, coming from grander societies in the Feywild, tend to be mostly a part of the upper castes. Within high society, both types of elves enjoy rich lives. Their fey origin also privileges elves to high regard in all the arts, arcane or otherwise.
The Dwarves in Actacea hold the least diverse cities. Being mostly deep underground, many others find that long stays in Dwarven cities begin to make them feel claustrophobic, both from never gazing at the sky and constantly breathing in stale air. This, combined with the ancient running grudge for the taking of Arlza-Dom, creates a culture amongst the Dwarves to be less welcoming to those of other races. However, they are not blind to the co-dependancies between themselves and the other Actaceans, so although less welcomed, others may still enter Dwarven society. It is also reasonably common for Actacean dwarves to venture outwards into other societies, where they readily integrate.
The river-folk of the halflings are another of the major races that inhabit Actacea. Residing in Actacea for as long as the nation has existed, they have had a long history as it’s citizens. However, being the nomadic folk that they are, their impact on the nation has a whole is reserved mostly to the intrepid halflings that venture outside their clans to make their impact on the world at large. Another race that makes their living trading, despite living mostly with other members of their race, they have maintained a close contact with the other residents of Actacea, in particular the humans and elves. Some halflings have a reputation, however, of being con artists and theives, so some communities that have had bad dealings with halflings harbour a grudge and a mistrust of any halfling, whether they be from the group that wronged them or not.
Although the culture of Actacea holds that there is no prejudice against any race, there are exceptions. Most would not readily admit it, but as the monsters that lurk in the wilds are feared so greatly, the members of races that are related to these monsters may not be trusted by most. In particular, the half-orcs and Drow, as they represent those that pose the most common threats to the citizens of Actacea, both above ground and below. The Dragonborn and Tiefling are sunject to this to a lesser degree, as they both come from empires that were once proud and great. Being also descended mostly from refugees, these races also have the advantage of a traditional feeling of pity.
Actacea mostly consists of 4 different castes. The peasantry, being the common citizen, are not necessarily re guarded with contempt, but are not held in the same regard as the other citizens. The upper caste, similar to the peasantry, but denotes a great deal more of wealth. These are people who are either born into a rich family, gain riches through industrious working, or take them through adventuring. Generally, within upper society, those who gained entry though the collection of riches from adventuring are somewhat disliked, as the nature of adventuring tends to create uncouth characters. The noble society includes the founding families and any other rulers throughout Actacea. With almost as much diversity as the peasantry that these people rise from, their attitudes and beliefs vary widly, from simple mayors who would otherwise be on the border between peasantry and the upper caste, to iron-fisted barons that see their people as tools to gain greater wealth and influence. The final caste is the barbarians, those that do not fit in with the rest of the society. This caste encompasses both the true barbarians and the Fey creatures who dwell on the borders between the natural realm and the Feywild.
There are common types of dress between all levels of society, though as one goes upwards through the castes, the clothing tends to become more intricate and feminine. Tunics, shirts, breeches and stockings are the typical uniform of most men, though women who need to have more freedom of movement and practicality out of their clothing may opt to wear these as well. Most women, and particularly those who are in motherly roles will tend towards wearing dresses and skirts. Commonly, finer clothes may have finely embroidered hems, and bright, richly coloured fabric.
The use of magic has a long tradition in Actacean culture. The arcane arts permeate every facet of their society. From simple spells to increase the fertility of soil, minor enchantments being cast in a high-quality blacksmith to the various wizards who find employment casting varieties of spells. Most of the magic used in the peasantry is wielded by those with little to no training, though there are skilled wizards dotted throughout the land that will offer their services and some training for a price. Although the Grand Arcane University does offer formal training, the wizards who accept apprentices for higher are generally not affiliated with the University.
The magic users who are affiliated with the University are the only ones who would normally wear robes. The wearing of robes is to differentiate themselves from the rest of society, however they are mostly worn within the walls of the university. Particularly since magic is so common, most magic users find it both more comfortable and practical to wear the clothing common to the people, with perhaps a minor flair indicating their skills.
Religious devotion does not play as large of a role in Actacean society as it does in Iptor or Euronas, however that does not mean it is non-existent. Most villages will generally have a chapel, devoted to the worship of a single God, mostly depending on the area that they are in. Those with a high concentration of Elves will tend to revere Corellon, farming villages will lean more towards Pelor, and those on the fringes of the wilds may worship Avandra. Within larger cities, the deities are worshipped less, as the people tend to rely on their own abilities and the magic of the wizards.
The martial forces in Actacea are not nearly as numerous or brutal as those of their neighbours. The martial culture of Actacea is similar to that of the rest of the culture. Magic plays a primary role in the military, sword-mages in particular are used as the elite troops. Mostly though, the magic comes in form of minor enchantments to the equipment of the soldiers. Grace and finesse are encouraged more than brute strength and viciousness. The smaller culture and reliance on magic does result in the normal soldier being less skilled than his Rhodesian rival, however, there are those who dedicate their life to mastering their art who can be a fearsome force on any battlefield.
The main ruling government of Actacea is the royal bloodline of Sionus. Since the establishment of Feldnir, the Sionus’ have ruled Actacea. Purely human, and with a tradition of only marrying within the founding families of Actacea, the regents rarely have much contact or knowledge of the lower castes and the businesses that occur outside of the castle walls. The regent does not have control over the city of Feldnir, though, which is controlled by an arch-mage as appointed by the Grand Arcane University. There is no single type of structure that determines the rule of every city and town. As Feldnir is governed by a mageocricy, some cities are ruled by a single household, others governed by a high priest.
Actacean society, similar to that of Euronas, highly values artistic expression. Bards, being the ultimate combination of the arcane and musical arts are particularly revered, with many finding easy employment among the upper and noble castes, as displays of wealth. The painter, sculptor and architect are all valued, and in the larger cities, this is evident. Huge murals are painted on the sides of large and exquisite buildings. Down the streets are rows of finely detailed statues of the various heroes and historical figures that have had contact with the city. Among the more vain rulers of cities and towns, artists are hired to erect monuments of themselves.
Har’Mor mountains, situated along the Eastern coast, form the centre of Actacea. Not as large as the Alsheraak mountains, they are far less dangerous. The dwarven city of Nogria is carved into these mountains. Similar to the mountains themselves, Nogria is cannot compare to the sheer size as the dwarven cities in those mountain ranges, however, due to being in a safer area, and close to the capitol, the city houses the richest families amongst all of the Dwarves.
The city of Feldnir, the grand capitol of Actacea. A human city build on the ruins of the Dwarven fortress of Arlza-Dom, the city has a unique structure, with a large portion built into the mountain itself. A city of great wealth, the architecture on the buildings that belong to the upper caste and the nobles are a wonder to behold. The main tower of the Grand Arcane University, placed at the foot of the mountain, shoots upwards, reaching almost the height of the mountains that surround it. Constructed from bone white stone and etched with gold, throughout the day it burns brightly as a symbol of the wealth and power that lies within the city.
Along the other coast lies the Alsheraak mountains. Colder and more hospitable than those in Har’Mor, they are home to the greater dwarven fortresses. The greatest of these cities, and the largest of all of the dwarven fortresses in Actacea, is Mozdamir, named after the Moznerr bloodline that rules it. Stretching for leagues through the mountains, the city holds many secrets. There have been whole districts that lay abandoned and forgotten only to be rediscovered centuries later. However, they are also the residence of many horrors. Fire giants, leading armies of Druegar rule the deepest depths of the mountains, and have seen the end of many smaller and unsuspecting Dwarven communities. Cities of Drow may also be found far in the underdark.
Stretching from the southernmost border to the centre of the mainland, just outside of Feldnir, lies the wilds of Actacea. Cities and towns are dotted throughout these areas, with highways built as safe passageways between them. Within the forests are great areas f magical influence. These are the source of the blessing and curse of Actacea. They provide valuable resources for the study and refinement of the arcane arts and are the location of many passageways to other planes. However, these passwageways also let the horrible creatures that dwell within these other realms to enter the natural one. The magicks of Actacea has allowed the smaller cities to be provided with some protection, so the majority of these beasts are driven south, towards Rhodesian soil.
During the formative ye3ars of the nation, these beasts had laid devastation on many a city. These ruins, long since forgotten were quickly reclaimed by the wilds. Only the most foolhardy of adventures dare attempt the find these ruins in the hopes of uncovering lost secrets and treasures.
Atris, the great island that lies off the Eastern coast is home to many of the more cosmopolitan cities in Actacea. The second richest city in Actacea, Minora, lieas in the crux of the great western bay. With a culture less dedicated to the perfection of the Arcane arts, the city is dedicated to the advancement of civilisation. Great developments have come out of this city, but due to the focus on expanding ones horizons and keeping an open mind to all matters, the upper caste in particular is susceptible to directionless hedonism. Stretching its borders outwards into the mountains in the attempts to build a greater city, the natural residents of these mountains, Goliaths and giants in particular have been driven back. This intrusion has never been forgotten, and many times small bands of Goliaths or brave giants have attempted to reclaim their lands.
As citites have been emptied of all their inhabitants and the ruins being swallowed up by the wilds, the barbarians that live throughout the wilderness are starting to inhavit these tuins and claim the cities for themselves. In particular, the city of Uthoroth, in the northern reaches of the wilds has been claimed by a barbarian hoard. Their chief, Marlo, who has declared himself a baron and is claiming to have risen to the nobility caste. However, as Marlo is so strongly armed and there are so little resources to spare, nothing can currently be done about it.
In the Alsheraak mountains, the great Dwarven fortresses that were once bustling have fallen silent. All attempts at communication have been unsuccessful, and any creature that is sent to investigate has not returned.
Although untouched by the forces of Rhodesia, the city of Minora has felt the impact of the invasion. As a city that heavily relied on trade in order to survive, the gamine that exists on the mainland has reached this city. Particularly affecting the peasantry, the outer reaches of the city are weakening, leaving the opportunity open for the goliaths and giants to reclaim what was once theirs.
The primary area of Feldnir managed to stand throughout the invasion, however, the surrounds were lost. Much of the peasantry did manage to seek refuge within the walls of the city, and escape being put to the sword. However, the effort to rebuild their communities has thus far been slow. Being so close to the Grand Arcane University allows them to feel the highest degree of support from the mages who are attempting to quicken this effort.
The other areas throughout the kingdom are not so fortunate, however. The highways that provided safe passage between the cities and towns have been torn up, and in order to send any rescue effort, entire teams, along with adequate security must be sent. This has only been made more difficult by the current Regent, prince Baithen. Having had no contact with the civilisation on the outside of the walls, and too young to realise how far the glory of Actacea has fallen, he has made no effort to rebuild the nation. Furthermore, any resources that could be used for rebuilding are instead being spent mostly on his various vices.
His council remain loyal to their kingdom, and at every opportunity hide the existence of any extra resources from him, embezzling his fortunes in order to aid the rebuilding process as much as possible. When there are sufficient resources to fund an expedition to aid a town or city, the efforts are primarily focussed around reconstructing the destroyed buildings and restoring their lands to a fertile condition.
The ruling bloodline of Dwarvenstartingplace has recently come to an end. Without any legitimate heir, many houses had been vying for power. However, Orzamar, a general who had sworn loyalty to the lord, and close friend to the lord’s father quickly took power and ended the conflict. Though a contravercial outcome, many have accepted it as the potentially violent conflict was ended without any bloodshed. Orzamar was as swift to take action in his new role as he was to sieze it. Particularly large mining parties have been sent to deep within the mountains for unusually long periods of time. Though explained as being mining parties in search of common minerals, rumours are being spread that these parties serve a darker purpose.
Rhodesian shit happening
Teiflings doing all sorts of weird shit
Theys gone and gotten a thingo