World Setting for 'The Cindered Crown' Series.
Added 2024-12-19 13:57:56 +0000 UTC
The Realm of Ayrillia
Factions
The Wildlings, The Court Citizens, The Blightlanders:
The Wildling Territories
- The Outer Fae Wilds:
- A magical wilderness acting as a boundary between Aryillia and other mystical realms. It is raw, chaotic, and alive with fae magic. Sometimes creatures slip through. It is the Wildling responsibility that they don't reach the courts.
- The Whispering Woods:
- A massive and ancient forest that is said to have a voice of its own. The trees hum and spirits linger. Dangerous for outsiders.
- The Murkmire:
- A swamp area with thick with toxic flora and amphibious creatures. The Wildlings who reside here are masters of survival, medicine, and poisons.
- The Callean Forests:
- Known for their crystalline trees. The Callean Forests are both beautiful and treacherous, attracting adventurers and traders seeking rare crystals.
- Vulpine Grove (Main Territory):
- The heart of Wildling society and their largest camp settlement. Wildlings gather to trade, hold councils, and perform rituals.
- Vulpine Farms
- The Mushroom Forests:
- Vast regions of mushrooms that illuminate the darkened woods. This region is key to the Wildlings' trade of herbs, mushrooms, and rare alchemical ingredients. The mushrooms can be manipulated to induce an addictive hallucinogenic effect.
- The Temple of The Verdant Covenant:
- Located in the Silver(?) peak Mountains, these temples are carved into the cliffs. This is where the most devout Daughters of Green reside and worship.
Wildling Society
- Main Trade: Crystals, herbs, mushrooms (including an underground illegal drug trade).
- Religion: The Verdant Covenant – The Wildlings worship Mother Verdessa and her maiden daughter Seluneve.
- Two main denominations exist, but peace and respect unite them. All Wildlings are connected to the Verdant Covenant to some extent.
- The religion is matriarchal, and the priestesses are known as The Daughters of Green, believing all are descendants of Mother Verdessa and that Seluneve was her first daughter.
- Settlements: Built within natural formations such as treehouses, underground burrows, and camps of canvas tents that form small towns
The Green Covenant - Mother Verdessa & Seluneve
The Wildlings' faith revolves around the figures of Mother Verdessa and Seluneve:
- Mother Verdessa: The primal goddess of creation, growth, and the raw forces of nature. She is often depicted as a female figure cloaked in moss and vines,
- Symbols: The spiral of roots.
- Seluneve: The maiden daughter and goddess of decay and renewal. She natures balance.
- Symbols: A crescent moon surrounded by blossoms.
Wildling Political Structure
The Wildling territories are semi-autonomous, each governed by a Daughter of Green, a high priestess chosen for her wisdom and connection to the land.
Structure of Leadership:
- The Daughters of Green: Each Daughter of Green oversees one or more territories. They act as spiritual leaders, mediators, and caretakers of the land.
- The Wildling Clans:
- Thornbound Clans (guardians of the Whispering Woods - most of The Wildlings military presence is here)
- Faye Clans (clans who live in the outer fae wilds. They ensure any creatures that spill through are dealt it and make sure nobody attempts to misuse the fae portal.)
- Mire Clans (residents and protectors of the Murkmire)
- Callean Clans (crystal crafters and gatherers of the Callean Forests)
- Bloomkin Clans (healers and gatherers of the Mushroom Forests)
- Vulpine Clans (residents of Vulpine Grove)
- The Verdant Assembly: While each Daughter rules her domain, the Daughters of Green meet in council during the Verdant Conclave, held in Vulpine Grove. The Assembly ensures harmony across the territories and provides a space for resolving disputes, planning rituals, and strengthening the Green Covenant.
The Courts of Aryillia
The Court Citizens organize themselves into Five Courts, each serving a distinct purpose and governing different aspects of life within Aryillia. These courts are centers of knowledge, diplomacy, and power.
- The Court of Crystillia (Main Court):
- Purpose: Scholarship, politics, peacekeeping, and history.
- Location: A grand city with a crystal castle at the centre.
- Territories:
- The Heart – The heart of the Court, housing libraries, political chambers, and the ruling families.
- The Heart Keep - Towards the East of the castle where the biggest settlement of Court Citizens reside.
- The Archives – Sacred ground where ancient tomes and magical scrolls are preserved.
- Hearthmere Farms – Fertile lands sustaining the Court and providing trade goods.
- Hearthmere Town - Small town of farmers and agriculturalists
- Dawnhold Haven – A residential sprawling town of artisans and merchants under Crystillian control.
- Heartmere - A small faming village
- Silvenridge – A beautiful lakeside settlement housing scholars and lesser nobility.
- The Court of the Gilded Sun:
- Purpose: Trade, commerce, and wealth.
- Territories:
- Sundale – A coastal port controlling trade routes, crucial for the Blightlanders and Wildlings alike.
- Goldenholm – A residential hub for merchants, traders, and guild families.
- Merrowglen – Home to the Merchant Guild, where all trade licenses (for Wildlings and Court Citizens alike) are processed and recorded.
- Guildtide Port Town - A large port town with a bustling market square.
- Guilded Farmlands - Large fertile land where food is grown mostly for exporting.
- The Court of Emberhold:
- Purpose: Military strength, defense, and smithing.
- Territories:
- Emberfort – The main fortress-city, housing barracks, forges, and the Emberhold leadership.
- The Ashen Fields – Open plains used for drills, training grounds, and military training.
- Kalgan Bastion – A fortified military base camp on Aryillia’s border, constantly manned for defense.
- Ember Hold - A small Northern military base. In place in case of Wilding advances into Court territory.
- The Court of Musillia:
- Purpose: Art, creativity, and culture.
- Territories:
- Lyran’s Hollow – A peaceful village surrounded by vibrant gardens where musicians, poets, and artisans reside.
- Pensworth – A town of workshops and open-air studios known for visual art and sculpture.
- Auramire – A theatrical town that hosts grand performances and festivals.
- The Court of Obsidian:
- Purpose: Secrets, magic, and intrigue.
- Territories:
- The Shadowhold – Hidden deep within the Mountains, home to their leaders, sorcerers, and arcane research.
- Obsidian Reach – A dark, brooding outpost precariously close to the Wildling territory of the Callean Forests. Tensions run high between these two regions.
- Thistle Hollow - Small mountain settlement, regular community folk reside here,
The Blightlanders
Once known as the Gold Spire Empire, the Blightlanders emerged from a history of betrayal,
History
- Over 1,000 years ago, the Gold Spire Empire thrived as a bustling trade empire specialising in spices, silks, and luxury goods. Its ports were renowned across Aryillia, and its culture was unmatched.
- The last emperor, Cessair Ubel, obsessed with ruling forever, sought eternal life. In desperation, he turned to a witch named Rubbigan, who turned him into a lich.
- Rubbigan secretly fed on Cessair’s undead energy to fuel her own necromantic power, driving him mad with paranoia.
- Cessair, plagued by visions of being overthown, activated Mount Fornax, a dormant volcano, which erupted and swallowed the empire whole.
- Rubbigan raised the souls of the dead into an undead army. The Mainland** fought in a brutal 75-year war to stop her, which fractured the mainland into the Courts to rebuild and gave the Wildlings their independence.
The Promised Settlers & The Uprising
- 200 years later, Jettite, a rare and valuable stone, was discovered in the ruins of the Gold Spire Empire.
- Crystillia sent 400 volunteers from across the Courts (the Promised Settlers) to harvest Jettite and send it back to The Guilded Sun, but harsh conditions and exploitation left them impoverished and starving.
- After 150 years, the settlers revolted, killing the Court representatives and sending their heads back to The Gilded Sun in place of the usual Jettite shipment.
- The Blightland War: Emberhold responded militarily, but the hardened settlers fought back fiercely. After 50 years of conflict, the Courts recognised their independence. The settlers renamed themselves The Blightlanders to mark the stain left on the earth by the courts.
Modern Blightlands
- The Blightlanders seek to dismantle the Courts. They see as corrupt and oppressive, and aim to create a fairer Aryillia.
- Political System: Fair yet centralized under The Thanebreaker, their monarch. They are advised by a council.
- Currently there is an era of peace but tension
Blightland Territories
- Smolder's Keep: The heart of the Blightlands. A fortified city where the majority of civilians reside, housing the main castle of the Thanebreaker.
- Mount Fornax: The still-smoking volcano that ended the Gold Empire. A few settlements have been built at the bottom of the Volcano.
- Ashmar Port: A vital trade port allowing connections with Wildlings and even the Courts, though tensions remain high. Ships carry valuable Jettite and other goods.
- The Ignis Wilds: A twisted forest where blood-soaked earth has caused the trees to grow deep crimson. Strange flora and fauna thrive here, nourished by the land's violent past.
- The Jettite Mines: Settlements built around the valuable mines. This resource remains the economic lifeline of the Blightlands.
- The Crimson Watch: A small but fortified military camp on the border with Emberhold. Constant skirmishes occur here as tensions escalate.
Tensions & Relationships
- Courts vs. Blightlanders: The Blightlanders resent the Courts for their history of exploitation and neglect. The Courts view the Blightlanders as dangerous rebels. Trade exists but communication is done through the Daughters and Courtly Emissaries.
- Blightlanders & Wildlings: Relations are cautious but not hostile. Communication is strained but open between The Daughters and The Thanebreakers Council. There is a respect between both for breaking out of the court structures. There is an emissary that communicates between the Wildlings and The Blightlands.
- Courts and Wildlings: Wildlings resent the courts power and centralised structure. Courts see the Wildlings as misguided and foolish for their spiritual beliefs but the two coexist well for the most part. Trade between the two is important.
Timeline of Aryillia
- The Dreaming Era (The Creation):
- Mother Verdessa dreams Aryillia into existence. Seluneve is created to nurture the realm.
- The Era of Harmony:
- The Wildlings emerge as Verdessa’s stewards, living in balance with nature.
- The Golden Era (~1,000 years ago):
- The Gold Spire Empire thrives as a powerful trade empire specializing in spices and silks.
- Emperor Cessair Ubel seeks eternal life, turning into a lich.
- Mount Fornax erupts, destroying the Gold Spire Empire. Rubbigan raises the undead.
- The 75-Year War begins between the undead army, Wildlings, and the Courts.
- The Courtly Era (~900 years ago):
- The war ends. The Courts are formed, and the Wildlings gain independence.
- The Settler Era (~200 years ago):
- Jettite is discovered in the ruins of the Gold Spire Empire.
- Crystillia sends the Promised Settlers to mine the Jettite.
- The Blightlander Uprising (~50 years ago):
- After 150 years of exploitation, the settlers revolt.
- The Blightland War ensues, lasting 50 years.
- The Courts recognize the independence of the Blightlanders.
- The Present Era:
- Tensions between the Courts, Blightlanders, and Wildlings rise.
- The Blightlanders seek to dismantle Court rule for a fairer Aryillia.
I just spent 45 minutes studying it and I’m still finding details on details is mental how cool this is
Charles edward Cruickshank
2024-12-19 22:30:23 +0000 UTC
This is amazing 😳. Read a section of the description but will read more tomorrow when I can give my full attention to this. It looks so good!
Daniel
2024-12-19 14:05:03 +0000 UTC