Myth tells of a time before the Bask's slumber,
when the light shone, and the green plains stretched far beyond what anyone could walk. There were hundreds of Kingdoms who thrived in the daylight. But when the Shade grew strong and angrier, it swept away the world. Only small spots of sanctity remained. One such sanctum is the Boreal, the far northern region of the Realm.
The Realm is a dying place. No one knows why, or how to stop it, but the Shade is coming. That cold, dark nothing which lies caged behind the firmament, and
seeps out from the ground like a flooding well. It is mist and smoke and ink, and Mankind can only stave it off.
In the Bask's Embers, life clings stubbornly to an icy world.
400 years ago, a great cascade of the Shade overtook great portions of the Realm, ceasing the reign of the previous dominant civilization. Many were lost to it, and many more displaced. Though areas have been cleansed and reclaimed, there remains still many and more which are thick with darkness, leaving ruins dangerous and unexplored.
Up until 200 years ago, the people of the Boreal believed themselves to be the only habitable place within the Realm. However, the arrival of a ship from another land far beyond the inky black oceans exposed the Boreal to the truth that there may yet be much more than their small corner of the world. The war of the shade which the Bask held back may have sent the world tumbling into ruin but, much like they had persevered, so too had others. The Boreal continues to be a very isolationist area, by the nature of the dangerous waters required to reach them. Of the known lands, there is an area to the south of the Boreal, and one much further away to the west.
The landscape of the Boreal is largely hills and mountains. It is rugged, marked by cliffs and crevasses. Vast plains of rolling snow are contrasted by even vaster forests, teeming with Fleshless who enjoy lurking among the boughs. Ruins of nations before the current era are common, though each fallen civilization is difficult for the layman to differentiate. Society seems to fall, again and again, beneath the waves of the Shade, at least in part, with an ever revolving wheel of the old becoming the new, only to forget the old altogether. This is a battle which the Boreal did not start, nor will it end.
Civilizations lost to the Shade are called Echoes. However, it is often used interchangeably as a reference to a period of time, similar to terms like "age" or "era."
The Boreal was always a cold place, located in the north of the Realm. Familiar once with black winters, and summers that saw sunlight for nearly the full days. However, when the Shade overtook the Realm, the Boreal was plunged to even more frigid temperatures. Like the rest of the Realm it too experiences an eternal darkness.
Myths speak of the Echoes immediately following the Bask's war against the Shade, when the climate and days were extreme and erratic. Nowadays, and for many Echoes before now, these things seemed to have evened out to a predictable pattern.
Winters are the darkest, lit only by the stars in long night. When the cool-hued aurora blazes bright enough to light the ground below, the people call that daytime. These are short, though begin to grow in length as spring is approached. Notably, the stars begin to thin as time goes on, each eventually seeing its setting within one of the Great Aeries. This serves to fuel the daytime aurora. On the last week of winter, the last stars flow towards the Aeries in glittering pathways in the sky, in an event called the "Starfall." Following it, the sky will lay completely dark for a full week. This event is celebrated in the Boreal as a weeklong festival, encouraging togetherness and communal support.
Spring sees the halos of the Aeries at their brightest, visible from all across the Boreal. The auroras that begin in spring flow from the Aeries in brilliant, warm hues, far brighter than their wintertime counterparts. Though stars remain in extremely low numbers, the night skies are lit by the Bask's form, which gathers Light anew from the Aeries' halos. The temperatures warm towards the end of spring, so much so that some places even see the snow melt entirely. Regardless, the Boreal observes the "Gold Thaw" festival in this time.
Then, finally, in Summer, the "Great Awakening" occurs with much celebration. The Bask yawns out the first day of summer. Summer days are dull, twilight glows, lasting a few precious weeks. The specific length differs, but this period of daytimes tends to last two to four weeks. The Aeries' halos and golden auroras dim during this time.
In Autumn, the Bask's great breaths even out. Autumnal dawns are short but brilliant, burning out to thousands of new stars every time. Spring's golden auroras will shorten in length throughout the first weeks of fall, ceasing altogether at the midpoint. This is celebrated in event called the "Emberstoking," in reference to the bursts of dawnlight and dazzling, firework-like displays of the Bask's last somnolent moments, uninterrupted by the auroras. By the last day of autumn, the sky is filled with the most stars it will see in the year, all of which will eventually cycle through the firmament over the course of the coming year.
When the Bask gifted its feathers to noble hearts, they were tasked with ensuring the safety and continued flourishing of the realm. To accomplish this, these brave heroes spread out across the realm and buried the feathers into the earth. Where the feathers were buried, the Aeries grew. And where the Aeries grew, life flourished.
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The Five great Aeries are five impossible semi-natural mountainous structures formed when the Bask's feathers were buried into the ground. From the Aeries, the stars set and Aurora flows into the sky, spreading Lustre back into the world and dazzling the Realm in life-giving light. This process is a natural part of the cycle of the Firmament, and is even believed to provide some sort of energy or sustenance to the Bask. Around each Aerie, societies have formed, which utilize both the light and the flowing Rime to provide for themselves.
Under each Aerie a city was built and grew, as people flocked to the flows of Lustre and the halos of light. Over time, these regions began to dillineate themselves from one another, with five city-states overseeing the Realm- one to each Aerie.
While Echoes have come and gone, the Aeries have always remained.
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Each Aerie is led by a Lord. Lords of any single Aerie come from the same family line, or aett (clan), ruling under the doctrine of the "Oath of the Mane." As the Bask bestowed an unknown amount of feathers upon an unknown amount of families, many different lines claim to be oathbearers. Though, of course, only one can rule at a time. This is often decided by that family's power, both politically, agriculturally, and militantly. Wars have been waged among the aristocracy to lay claim to oversee an Aerie.
Among the Lords of the Aeries, one is selected as the Empyrean. In the tradition of the known Echoes, this has always been the Lord of either Novhus or Lodestar - though the former has taken the mantle for at least the past two centuries. The Empyrean rules over the Boreal from the Seat of Stars, and each Lord swears fealty to them, while otherwise maintaining acting autonomously. It is within the Oath of the Mane's doctrine that if an Empyrean fails to serve the people of the Boreal justly, it is the Lords' duty to oust them, and replace the Seat with a more apt ruler.
Under the Lords, the aristocracy is made up of jarls, thanes, and glóðligr (priests). Jarls are given rights to lands by their lords, and may in turn give portions of that land to thanes (though thanes may also be bestowed land by a lord). Glóðligr are often learned, aiding their masters (thane, jarl, or lord) in the act of governance. A major aspect of a glóðlig's duties is to act as an alchemist, seer, and healer, due to their more intimate understanding of the Light's metaphysical properties.
While it is the lord of the Aerie's duty to oversee the entirety of the region, their rule is only true in the areas directly surrounding the Aerie. It is the duty of the jarls, in their purview over their territory (simply called a jarl's land), to ensure that control is maintained. Each jarl is expected to pay some variety of goods to the lord that gave them their land. A jarl keeps a chieftain's hall - a large, fortified structure - from which they rule, and to which, every few months, the thanes of the land are called to gather for council on the matters of politics and law. Like a jarl pays to a king, thanes, too, are expected to offer some form of payment to the jarl that bestowed their land.
The territories of the Boreal are constantly shifting, as different aetts gain and lose land, either through conflict, disasters, or Shade. While the lords of the Aeries rule their city-states' territories in name, it is the individual jarls who hold the true power anywhere beyond the Aerie's shine.
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If one is not favored by their lord or aristocracy, they may climb the social hierarchy. One's influence on the people is as powerful as wealth in the Boreal. In fact, oftentimes, more valuable. Deeds speak loudly in the political courts.
Another way to become landed gentry is to clear an area of Shade (or simply claim that you did so in an unexplored area). The lord of the land will then either affirm or deny the petition. Success means winning oneself the title of jarl of their new territory.
— ✦ ✦ ✦ —
Led by the Empyrean, Arngunnr.
Her Illuminance, the Empyrean, Arngunnr the Gilded. An older woman in her late fifties who took the Seat of Stars after her uncle passed away 20 years ago. She cares deeply about her people, but puts Novhustor above all else. Her primary concern is on the safety of the aeries, with an interest in discovering how to create more and thus, expand the livable land. There are many who consider this sacrilege, causing Arngunnr to face no small shortage of political opponents.
For many Echoes now, Novhustor has prevailed as a beacon for civilization. The Cradle of the Avowed, the Novhustor Aerie has long served as a protective barrier to the worst dangers of the world. For those who cannot reach its gates, its Lustre flows far, even draining into the Lambent Sae, providing ample givings to those who would find their home drifiting on the waters, or across the coasts of a dozen little islands in the bay.
As much as it is a center for safety, Novhustor is rife with political drama at every turn. It is simply the nature of such a place, where the most powerful noble houses either call their residency or make frequent trips to, either to see to their capital endeavors or attend the Empyrean's court. And though the highest of the highborne play their games, it is the pawns below them which often seem to suffer the most. There is plenty to love of Novhustor, and plenty more that goes unspoken.
— ✦ ✦ ✦ —
Led by the Gelid Lord, Audunn.
A young starling man recently turned thirty whose clan overthrew the last lord after a great plague swept through the land. Said to be guided by the Vigil of Enduring, the Helgung clan has instated policies that encourage more emphasis on education, with a particular interest in mysticism. They seem to be interested in competing with Novhus' technological monopoly.
In the times of myth, Lodestar's Aerie was the first to be grown. It is the historical center of the Boreal, once home to the most population and power. It was from here that the first Reclamatory Expeditions were launched. Through the efforts of many great lords, much of the north of the Boreal became safe and habitable. From here, two more Aeries were planted. And thus a great migration West occurred.
Lodestar had become overpopulated and struggled to support its people, and so many chose to travel to Novhustor or Geldbrei to launch new, prosperous lives. Through a joint decision by each the leaders of the Aeries, it was decided that the Boreal would call Novhus its capital, much to the chagrin of the nobility in Lodestar. The previous might of the first Aerie waned as Novhustor rose in its stead, prospering from its location on the water and fertile lands. Within the bay where Lustre flows seeped into the waters, aquatic life flourished and the water could be used and swam in without fear of the Shade.
To this day, the political ties between Novhustor and Geldbrei remain strong and friendly, whereas Lodestar never seemed to have outgrown its envy of the capital.
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As the oldest Aerie, Lodestar has long acted as a foothold for civilization throughout many echoes, often the only surviving bastion of civilization in the darkest of times. As such, the structure of the city could be compared to the city of Rome; ancient structures sit side by side modern architecture, much of which has been built over even more ancient structures that, over time, sink into the earth or become buried beneath dirt and stone. During periods of rebuilding, it has rarely been a concern to preserve ancient structures that are not in good enough condition. Of course, this means plenty of history has become lost. There have, however, been a few fringe factions which have campaigned for the preservation of past echoes' buildings.
Due to the age of the territory, the lands of Lodestar have been picked over far more than other areas of the Boreal. Resources of modern civilization takes from the multitude of Echo ruins. Treasure hunting and dungeon delving are a highly lucrative practice here, as well.
The people of Lodestar are even more cautious and cold than other areas of the Boreal. However, despite the cruel political games at play in the Aerie - particularly amongst the other Aeries - society in Lodestar sees a healthy amount of social mobility. While other Aeries may be keen to preserve their aristocracies as they are, Lodestar's tumultuous history is no stranger to change, willing to see new faces in power so long as they have the influence or reputation for it. They are also no stranger to infighting, meaning rebellions that overthrow disliked clans are not too uncommon.
Due to the harshness of their home's landscape, residents of Lodestar have a reputation for rugged, toughness, even beyond that of normal Boreal survival.
— ✦ ✦ ✦ —
Led by the Hooved Lord, Ragnfrid.
The beautiful Hooved Lord has reigned for the past forty years. Her family clan has reigned for even long, at a century and a half. Ragnfrid's courts put great emphasis on the arts and trade, and are known for their grand balls.
The passing of power from the last ruling clan to the Gjurdonisr was peaceful. In fact, it is said that all the courts of the Hooved Lord are blessed with peace and prosperity due to an ancient binding with the Huldufólk of Gelbdrei's land.
Geldbrei was the third planted aerie, during the western migration of the Reclamatory echoes. After Novhustor's founding, the sea ran warm and pearlescent, and fishermen took to the waters in droves. Soon, vacationers joined them. While firstly the islands of Novhustor's peninsula were settled, sights were soon set on the neighboring peninsula. However, first attempts to grow the aerie seemed to be cursed.
Great storms nearly swept the aeries' feather-seed away, or sickness overtook the people, or drought, frigid temperatures, or sparse wildlife took their toll. For decades, Geldbrei remained nothing more than Novhustor's failed experiment. It is here where the narrative splits.
The accepted history tells of a brave jarl who led the people out of the peninsula and up the fjords, to settle further inland, away from the tempermental nature of the sea. The details are unspecific but glowing. The much more repeated history tells of a desperate and insane jarl, who took to the forests of the land in search of a hunt. He happened instead upon a warm grove, full with fat elk and geese, and foxes with coats twice as furry as normal. He, foolish, killed the animals. But when attempting to return it to his people, instead found that the meats and furs had become as heavier than any stone. From the shadows of the grove, laughter of Fleshless echoed.
Though no one seems certain of what the deal involved, Geldbrei was allowed to prosper, but only under the watch of the land's hidden folk, who remain populous in the area to this day. Always remember your manners in the Gilded Downs, for you never know what it is you are speaking to.
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Geldbrei is a relatively cozy aerie, when compared to its larger neighbor and close ally, Novhustor. It experiences three distinct seasons. A long winter, followed by a short, wet spring, and a summer with intermittent thaws. Closer to the aerie, the temperature rises significantly, meaning summer is largely frost-free. Even winter never gets as brutal as further north, which has led many in Novhustor to flee south to Geldbrei's gates before the deadliest snows arrive. This, in turn, has led to Geldbrei becoming a strange mixture of laborers, rubbing elbows with the highest gentry of Novhustor.
Despite its strange circumstances, Geldbrei is often considered one of the most peaceful aeries to live in, as a blanket of tranquil contentedness always seems to pervade the air. Politically, it acts like an extension of Novhustor, but often remains neutral in conflicts.
The city perched along the aerie's side is as lush as its lands, filled with extravagant gardens, gilded architecture and pink or green marble statues. The city is small when compared to any other aerie, but rivals Novhustor in the height of its buildings, and certainly in splendor. Beneath the glow of the caldera, the Hooved Lord serves court and throws public balls from the Marbled Manor.
One of Geldbrei's most distinct features is the spires of its aerie, which were shattered apart into three pieces during the flood 400 years ago. They now orbit above the caldera.
— ✦ ✦ ✦ —
Led by the Bone Lord, Sigríðr.
The beloved Starling Sigríðr gained renown in a hunting competition held by the Bone Court, where they were tasked with the locating, killing, and subsequent butchering of a sacred ulebjorn.
In echoes past, the Lodestar aeries was home to many empires. When it held the largest, most mature, and most productive aerie, Lodestar was capable of exerting its power far beyond the reaches of its Light. It is for this reason that much of the land south of Lodestar is covered in cracked, aging ruins. The lands of Welkend are no different, and this is attributed to the reach of these empires. There was a time when Welkend's territory was populated, supported by far-stretching Rime-flow canals. However, those times are long past, and the tale of Welkend's growth came much later.
Following the establishment of Gelbrei, there was not much need or desire to continue expansion into Shade-infested portions of the Boreal. It was only when Novhustor and Lodestar came into conflict with each other, waging war, that Lodestar once more turned its attention southward. While at first, their intention was only to scour ruins for supplies, the furthest searches discovered a curious, heretofore unseen landscape. These lands were warmer, bathed in reds, oranges, and yellows. Searches - usually populated by prisoners of war, criminals, or laborers with no other options in the wake of the war - began to defect to the south. While traversing the woods between, Vidrtomr, was deadly, arrival into the autumnal lands came with welcome respite.
At first, the growing city-state of Welkend relied upon tar in the southernmost reaches of the land for survival, burning it for warmth, and light. They forged a close alliance with their former master of Lodestar, providing resources, relics and unique alchemical components in exchange for Rime from the aerie. Eventually, a thane of Lodestar visited Welkend, initially intending only to establish a trade route along the coast. Instead, she was advised by her Starling theurge to bring her family's most prized possession - one of the Bask's feathers - to bury in the land. And so the Welkend aerie sprouted, and the lands were said to appear as festive flames alight under the aerie's dawning halo.
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Pleasant weather combined with unusually fertile earth has made Welkend a large agricultural center. The cultivation of animals and plants alike is a respected art. It is no wonder then that Welkend finds much of its wealth by trading spices and alchemical ingredients. A contrast to the larger universities of the north, it boasts many small, privatized learning institutions dedicated to it. They are the only city to rivals Novhustor's alchemical genius - surpassing it, even.
Taking the Hindlegs as their patron Cinder, it is no wonder that Welkend's lands are awash in glowing flames everywhere you go. Roads are maintained with lit braziers, and every alleyway of the aerie sports torches, candles, or small altars to the Hearth. Restaurants line the streets, open to the public, billowing warmth and delicious fragrances. The people are perhaps the most welcoming to be found in the Boreal, taking the Hindleg's ideals of community seriously.
They maintain a close alliance with Lodestar, though Novuhstor diplomats would tell you that Welkend only has freedom so long as Lodestar allows it. Their relationship with the neighboring Umbragard is strained, especially with their increasing militant interests. Welkend welcomes fleeing refugees of the Pitchmire. Though they will not openly state to do so, it is not uncommon for Welkend to even protect these refugees, hiding them away from Umbragard's searches.
— ✦ ✦ ✦ —
Led by the Ink Lord, Kolfinna .
An older woman, plagued by rumors of her Tarred nature. She has brought many reforms to Umbragard's government, viewed as an ally of the people. Her newest focus has turned towards technological innovation, seeking to raise Umbragard out of total reliance upon tar export, and additionally raise their reputation. A former Ink troller who raised in ranks, she is known to have unprecedented loyalty from her court and watchmen.
From Novhustor's isles, to the peninsula Geldbreians first attempted to settle, the people of the Boreal have long attempted to lay claim to where the Rime-flows stirred the Lambent sae. The peninsula to the west of Novhustor may have had nothing but troubles previously, but it did not stop further attempts from ambitious jarls who wanted to call a whole territory their own. Following the example established by Welkend, these settlers moved to the much more tar-rich lands across the straight, into modern-day Pitchmire. They used the tar to survive.
As for why anyone would want to live in such wretched lands, it was the ousted court of Novhustor, banished for beginning the war with Lodestar that led to Welkend's creation. Known for their iron-fisted approach to rule, they sought a place to tame into law and order. The dangerous wetlands of the south were perfect. Danger bred desperation, which bred a population easy to control.
But it was the discovery of the treasure that lay within the southern sea that changed Umbragard from a struggling city-state to a powerhouse. Sailing the navy south, they found that the Shaded waters were home to Shadows, larger and more dangerous than anything ever seen before. They named these creatures ink leviathans. After hunting one that had been terrorizing the coast out of necessity, they discovered the creatures disintegrated into massive wealths of a special form of tar. This tar (colloquially called "Ink tar") absorbed ambient Light, storing it within, allowing it to be used in similar applications as one would Rime. This revolutionized the ease with which people could live beyond the light of the Aeries, or the reach of Rime-flows. It began to be exported throughout the Boreal to support expansion. This is not to mention the keen interest in its possible uses in alchemy or technical invention. Despite efforts, thus far no one has been able to artificially reproduce Ink tar.
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Umbragard is well known for its corruption - not just of Shade, but politically. Its Lords employ martial law, leaving many of the residents with minimal rights or dignity. Jarls, thanes, reeves and their watchmen will protect their own, but only so long as they obey their wishes. The law only exists for those without the wealth or influence to avoid it. Immoral and impious behavior will be swiftly, brutally dealt with, unless the individual is acting under the interests of someone with status. Then, the behavior is an open secret, discussion of which will lead to punishment.
While the nature of Umbragard is known among the other aeries, and much lip service is paid to proclaim something will be done, it is allowed due to their high value exports. The people flourish in the cracks of this society, or are crushed underfoot. They are downtrodden, resourceful, but mistrusting.
The aerie itself, as the newest and most immature, is small by most standards, with its halo inconsistent and caldera volatile. While Lustre and Rime are life-giving, they are equally dangerous. The people of Umbragard even see tar as more reliable and foolproof than Rime because of their aerie's unique behavior.