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Lands of Yulmor
Codex of Lore
-(2nd Age)- 712, Winter
Map Terrain - http://imgur.com/OG0FrjG
(White - Arctic, Dark Gray - Tundra, Dark Green - North Forest, Light Green - Forest, Purple - Farmlands/Fertile Fields/Plains, Light Grey - Mountains, Yellow - Desert, Blue - Salt Water, Light Blue - River/Fresh Water)
Political Map - http://imgur.com/cx4XFNX
Pronounced Yul - Mor
It is a civilized land on the plane of Kelmos
Timeline between early middle ages through early colonial age
Magic comes from the Black and White Trees of Anar
They are moderately populated lands
Technology ranges from stone age barbarism to early gunpowder age tech
The common language is Ulkart
Religion is very passive
Kelmos is a large watery planet in a solar system of around 5 smaller planets; Kelmos Fir, Kelmos War, Kelmos Clo, Kelmos Tul, and Kelmos Dar. The planet itself has a moon called Relmar. The lands of Yulmor remain the only places of Kelmos where the lands are fertile and interesting, the rest of lands made up of massive sand blasted continents.
Gods and Magic
The gods of Kelmos are mysterious and many, beings of intense divine power whom seek to create or destroy. However, the greatest of these were Anar and Welmos, Gods of Creation and Fire. Anar was chief of the gods and a great diplomat and sought to create a world which would give him great pride. Welmos, the friend and ally of Anar had grown envious of his creations and sought to learn from them, but found them lacking in the humility or power of the gods themselves. Angry that his friend's attention were upon the living mortal things, Welmos struck Anar in fury and fled the highest planes of existence, fragmenting the god in but mere shards. These shards fell upon the youngest world known as Kelmos and planted themselves in the first living things, the trees. These shards of Anar's soul were so powerful that they pulsed with energy amongst the living things to give them powers of magic and dominion over the world, while also shielding the world against threats of Kelmos, including other gods. The world has grown since and thrived.
The gods of Kelmos vary in appearance, allegiance, and power. Gods do not rely on worship or their worshippers, but they do however have cause to have mortal followers. Mortal followers whom are brought to their planes of existence have pieces of the souls of Anar and thus can be used to create new divine servants or empower themselves, or even out of respect for Anar's creation to give them paradise (or vise versa). Gods live outside of Kelmos and cannot physically interfere in the world, but they can (using their great power) to reveal visions or even influence magic. The gods cannot fully reveal themselves, as doing so will disturb or mentally damage those they reveal to.
Wether they be angels or demons, these beings are powerful creatures whom had been created by gods for various purposes. These servants are powerful, but not as powerful as the gods themselves. Divine servants, unlike the gods, can enter the world but are grievously weakened by it, but will still have a advantage over others. However, the risk is that when a divine servant enters Kelmos, they are at risk of being utterly destroyed forever if killed, their souls forced into limbo. The only beings whom have unique rules into entering Kelmos are demons, whom can only exist for a short amount of time, as their presence is dissolved by the Black and White Trees of Anar.
Black and White Trees
The Black and White Trees are ancient trees of magic who's appearance is rather obvious. They have a obsidian stump and white leaves. The trees are vessels for the shattered soul of Anar, and remain the reason why magic exists. The trees cannot be grown regularly and require intense rituals in order to grow. These trees, if cut down, weaken the world's defenses against the gods or demons and also weaken mortal magic. The trees tend to 'speak' and 'guide' as well, at least with one another. The greatest power of the trees however are their powers to restore resources and lands, allowing a land to be fertile in it's general area.
Magic comes in all shapes and types, but only 1 in 10,000 may be gifted with the powers to use magic, as it is extremely rare. Magic is gifted and enhanced by the Black and White trees, and thus those near it or born near it will be more likely to receive magic as a gift. Magic and religion often go hand and hand, as a god's domain will often influence the type of magic a mage will use and allow a sorcerer to cast more powerful spells. Mages cannot learn more then 3 types of magic at a time.
All magic requires a mage's mental stress to power their magic, and thus more powerful spell requires them to be more focused. If a mage loses it's focus, the spell may implode inside them, killing or crippling them. Those with a higher mental power can cast more powerful spells, which a rare ability in itself. Religion and faith help mages with this, as a god's gift to their more religious followers will grant them incredible power to cast their magic more smoothly.
History of Yulmor
The 1st Age
As Kelmos was forming, the lands of Yulmor were not peaceful as the races of Yulmor fought viciously as tribes and smaller nations. The ancient empires fought viciously for their lands, and great evil was done in these times. Meanwhile however, in the western parts of Yulsol, noble republic of Elgomar was growing and expanding. Elgomar was technologically and militarily advanced, using it's armies to crush smaller kingdoms. Calling themselves 'the first and only' civilized empire in Yulmor, the legions conquered land after land till they had a sizable empire which span much of western Yulsol.
The Black and White Empire
Elgomar's most noble family, the Delsgoars, had a woman named Mariana whom prayed to the gods of her family to gift her a child. In legend, a angel bore a child of the gods of Elgomar whom was born of all the gods and the angels his half-brothers, named Belmot. Belmot Delsgoar grew into a mighty general and warrior, leading his army into the desert to crush Elgomar's most mighty enemy, the Isgolarians, and brought it's people in chains before the nobles. Envious of the warrior, the noble families tried to rid of the general by sending him on suicidal campaigns, but this did nothing as Belmot continued to return victorious. Sensing the discontent of his superiors, Belmot returned with a mighty army and crushed the nobles and declared himself emperor. The Elgomar empire expanded much of Yulmor, and few lands were safe from it.
Rise of the Shadowed Faith
A occult of necromancers had been growing amongst the northern tribes whom came down from the lands of Selgarmor later in the 1st age, a great crusade called by the infamous lich whom ruled there. The war was costly, and many lands rebelled in this time. New faiths arose up and crushed the old faith and the line of divine emperors became polluted with lesser bloodlines. Forced back to smaller city states, the shadowed lands won and crushed Elgomar. The last pieces of the empire were utterly destroyed when the last of the Delsgoar bloodline was slain in battle and the capital of Salasor fell to barbarian hordes.
The declaration of the 2nd age came with the official end to the Elgomar's power and dominion in the region, but also saw the coming of new powerful nations and a rise in technology. 700 years have passed since the empire's fall, and nations once again begin to rise and fall.
Technology, ideas, and ways of thinking range from the early roman empire up till the early colonial age. This means, with some certain restrictions, gunpowder is allowed but not to be overused. Science is on the rise in the land, but much advancement is still on magic. People in the land remains superstitious and hold back technological advances because of it. Steel weapons and armor exist, but remain incredibly expensive and rare in some places. Biology and physics 'exist' for the educated, but with many misconceptions exist.
West Yulsol - Western Yulsol is a mix of forests, hills, and fertile plains. It is a heartland for the first empires and a well sought land for it's farmlands and riches.
South Yulsol - Also known as the Blasted Lands of Yulsol, it is a desert which is barren but holds the most powerful trade rivers.
North Yulsol - Northern Yulsol is a cold and arctic land, with high hills and mountains. It's winters are long and summers very short, but it is rich in mineral resources such as iron, copper, and even gold.
East Yulsol - Also known as the Black Peninsula, eastern Yulsol is described as a strange and hilly land which is barren in some parts, but also well defended by mountains hiding it's fertile lands beyond it.
Youngol - A large island off Yulsol, also known as the Beast Isles. Youngol is a hilly land, known for it's dense forest and wealth of resources.
Kalkomor - Kalkomor is a large temperate land known for it's untamed wilderness and vicious wildlife, a temperate land but considered part of the northern territories.
Olmar - A half-desert half-forest land, with a heated summer and lacking in winter snow. Olmar is blessed with fertile soil, but is also home to a less then loved dormant volcano.
Selgarmor - Also known as the Great White Expanse, it is a cold and unforgiving land of ice and snow. Selgarmor has a number of small forest peninsulas which can support life, but much of the land is made up of glaciers and eternal winter.
Tremol - A smaller island apart of Yulsol, a lightly forested land.
Isle Minos - A tiny island lightly forested, and has few resources.
Celmorism (Gods of Elgomar)
Celmorism is a popular pagan religion spread by the Empire of Elgomar, a very passive religion which relies on rituals and specific priesthoods. Celmorists in recent times had reformed their faith, but remain unorganized, each state may having be champions of specific gods, making the religion separated and disorganized. The Celmor gods are considered rival with one another despite being in a general pantheon.
Olgomar - Chief of the Gods, God of rain, thunder, and sorcery
Naz - Brother of Olgomar, God of pranks, fire, and stupidity
Xelmar - God of elements, smithing, and enchantment
Xelgar - God of fish, feasts, and beasts
Helbot - God of damnation, evil, and undeath
Foremoth - God of slaves, contract, and trade
Isol - Goddess of Water, healing, and spring
Asmor - Goddess of apples, homes, and love
Peppol - God of Night, pepper, and intelligence
The Shadowed Faith
Faith of the north, which worships the Shadowed Gods. While considered barbarous, evil, and savage the shadowed faith is in fact very organized despite it's occult origins. The Shadowed faith believes that their gods were given domain to rule all of the world as custodians of it, and believe in the high traditions of it's holy book, The Histories of Aran. The Shadowed faith are made up of those whom tolerate necromancery and divination with the dead, and remain a faith for the zealous and tribal peoples whom live in the cold north.
The Shadow - a hooded wraith-like figure, god of shadows, afterlife, and death.
Isha - Wife of Zuuldrick, god of winter, healing, and peace
Zuuldrick - god of rage, purge, and honor
No nation in Yulmor can simply war with one another over lands simply because they want to conquer it without them being called conquerers or tyrants by their neighbors. Nearly all in Yulmor believe there needs to be righteous reasons to war, and thus territories can only be claimed, not simply forcing entire lands into submission. A lost nation must surrender provinces of landed nobles to victorious nations, as a victorious nation cannot simply lay claim to it. If a nation continues to occupy a land they are conquering without declaration of surrender, those lands will be considered illegitimate and thus it would be considered the noble duty of others to 'free' those lands. Declaring war without just cause is considered uncivilized and barbaric.
Rules on Populations and Manpower
Be reasonable with populations.
Massive Nation - 10 - 25 Million
Large Nation - 5 -10 Million
Medium - 1 - 5 Million
Small - 500,000 - 1 Million
Tiny 100,000 - 500,000 Thousand
Manpower - 1 - 5% of total population, professional army is 10% of your manpower.
Ships - Every 250 manpower = 1 ship. Costal nations start with 10 ships, island nations with 25.
Barbarian nations - 1 - 15% of total population, but lack a professional army.