Council Lands
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The Council Lands are a civilization located on the continent of Alharth. Verta, an Elven country, shares a border with the Council Lands.
Contents
Etymology
History
- The Council Lands were created in Alharth after a group of thirteen wizards known as The Council of Thirteen" conquered the region over a thousand years ago. After displacing most of the native populations into neighboring countries through various wars, the Council Lands experienced centuries of peace. At some point during this time, five members of "The Council of Thirteen" were banished from Alharth and the Council Lands. "the Council of Thirteen" renamed itself "The Council of Eight."
- Throughout One hundred and three years, "The Council of Eight" thrived and occasionally replaced members. After Torsager the Regent retired, the Council chose to end recruitment of replacement members. "The Council of Eight" became "The Council of Five."
- In recent times, "The Council of Five" renamed themselves "The Council." Four members of the Council remain, although conflicting material suggests at least one former Council member is still alive. While the surviving wizards live in seclusion in the city of Statehelm, the Council Lands have thrived under the control of local leaders.
- Councilwoman Irasce is a known member of The Council.[1]
Geography
Serbule
- The town of Serbule was established in the far east of the Council Lands. The town was created as a refugee town for Elves after the Elven city of Dwyndarre was destroyed. While most of the population is Elven, some Humans remain to act on wishes of the Council. Retired Praetor Nelson Ballard watches over the residents from the fortress at the western end of the town. He works alongside Sir Coth, the town Sheriff.
- Serbule itself is a typical Council town, mostly wooden buildings surrounded by a stone wall. The town is surrounded by a shallow moat which connects with a nearby lake. Six guard towers stand watch over the town, and a Council fortress takes up the Southern end of the town. Serbule has two gates, the main gate to the east, and a secondary gate to the north, by the town's stables.
- The northern half of the town of Serbule is populated by merchants and craftsman, while the southern end is holds the town's famous windmill. Housing construction is expected to start in this part of town in the upcoming months.
- The region around Serbule is lightly forested, with heavier forests to the north and south of the region. A few lakes are situated in the area around the town itself. The western edge of the region turns mountainous, as does the southern half. Council built cobblestone paths wind throughout the landscape of the region. Leaving through Serbule's north gate, travelers can reach Eltibule, or charter a ship to the island of Sun Vale.
- Explorers traveling west of Serbule can find themselves at the old Serbule Crypt, which is rumored to be haunted. Another point of interest in the west are two large stone hands jutting up from the rocky hills. These are the remains of a large statue that once stood in the area, now buried.
- - The Chortling Beaver Inn is a popular meeting place in town[2], the proprietor Fainor is an excellent chef.
Eltibule
Kur Mountains
Sun Vale
- While the island Sun Vale resides on is still part of the Council Lands, you wouldn't know it looking at the area. A few roads and crumbling buildings are all that is left of the Council's presence. A few trolls have taken up residence in these ruins. Sun Vale itself is a fertile valley on an otherwise uninhabitable rocky island. The island is located between the Council Lands and the neighboring Elven nation of Verta. Ships from Serbule dock at the beaches to the southern end of the island.
- - A large tree grows in Sun Vale, which provides a good landmark.
Rakshasa Lands
- - Not much is known of the Rakshasa Lands. The areas is said to be a rocky and arid desert.
- - The Rakshasa city of Rahu is expected to be located in this area.
The Sand War
Error: Item not foundWhen the Council demanded that the Rakshasa provide remuneration for every human that was injured at the Battle of Rahu, outraged Rakshasa tour up the treaty and killed the messengers, leading to the Sand War. The Rakshasa won the war with claws like this, fashioned after weapons from their home world.
— Sand War Claw
Other Lands
- - Fallowglade is a town populated by Humans, Elves, and Rakshasa.
- - Statehelm is a city serving as the seat of the Council.
- - Halvue is a mid-sized town in the Council Lands.
- - Sinoca is a poverty plagued town located near Halvue.
- - Dwyndarre is a former Elven city, now destroyed.
- - Rahu is the first constructed Rakshasa city.
- - Bannerholme seems to be an Elven city.
- - Povus is a Rakshasa city. Kleave traveled from there.
Demographics
Population
Humans
- - Humans are extremely social beings and feel loneliness more than other races.
Elves
- Elves are obsessively clean.
- Elves view most laws and rules created by the Council as barbaric.
- Elves have a longer lifespan than Humans.
- The Elven homeland of Verta is somewhere North of the Serbule region.
- The massive tree city of Dwyndarre was burned to the ground, and the surviving residents took up shelter in Council funded housing such as the town of Serbule Keep.
- Due to the long-lives of Elves, one punishment is solitary confinement in a device known as a "Misery Box." Landri the Cold was confined to a box for fifty years after the murder of the Necromancer Lomas.
- Traticus was a mythical Elven hero, who once journeyed into a place known as the Woods of Disdain.[3]
Rakshasa
“Rakshasa come from another planet, Ravana, which has a dark sun that beats down with ultraviolet rays but little visible light, leaving the world dark and barren, and pivoting between extremes: blisteringly hot in the day and freezing cold at night.
On their home world, Rakshasa are shapeshifters, able to take on dozens of forms at will. They use different forms for different situations and times of day. This ability, combined with their incredible willpower, allowed them to survive on Ravana when most other life died.
Their cities on Ravana are vast structures that tower out of the desert, usually encircling a rare natural source of water.
Rakshasa on their homeworld are more advanced than any race here on Alharth. They have mastered planar travel and many now live on other worlds. They are ruthless, merciless, and can adapt to any environment. However, they are not particularly greedy, and so they don't spread to worlds that they don't need. Thus in terms of planar politics, they are considered a mid-ranged demonic threat (see Demons).
The Rakshasa who live here on Alharth arrived via a portal. Half a million colonizers arrived, and intended to create a permanent gate between the two worlds, but they were attacked almost as soon as they arrived. Their intricate devices were destroyed and their great thinkers slain.
The remaining Rakshasa lived out their lives trying in vain to return home. They created the city of Rahu, named after a horrific monster from their home world, and they had children and lived life, if not thrived.
All native-born Rakshasa seem stuck in a single form -- that of a bipedal cat creature. They do not know why they cannot change shape, but since the climate is much less volatile on Alharth, the cat form tends to serve them well. Players who choose to play a Rakshasa are third-generation natives of Alharth. They cannot change form.— Developer Blog October 18, 2014
- - The Rakshasa are "old friends" of the demons serving Berelius. These demons do not want to alert the Rakshasa of their presence in the Council Lands.
- - First Generation Rakshasa might not have had a conscience when they arrived in this realm. [4]
- - Rakshasa partake in "Kar-Get," a cultural system of revenge for the death of family members. It seems to involve killing off a loved-one of the initial killer. [5]
- - Rakshasa may undertake a spiritual journey, where they travel the world while perfecting their craft. They call this "Su-Falek." [6]
- - The Rakshasa land of Povus serves as a buffer between the Council's jurisdiction, and the Crone Hedgemony.
Fae
- Fae/Fairies are immortal beings from another realm of existence. Fae society is separated into four factions, the Spring Court, Summer Court, Winter Court, and Autumn Court. Every 20,000 years, a different Court takes control of the Fae Realm.
- When Fae are killed, they respawn in the Fae Realm.
- Fairies can be burned by cold iron. [7]
- Books can be enchanted to write themselves in the Fae Realm [8]
- Carrying around Fairy Wings is considered Taboo by most Fae, although some members of the Spring Court treat this ideology as a joke. [9]
- According to a Winter Court Spy Portal, There are 4,195,103 Summer and Autumn Fae on the run, across a total of 207 monitored worlds.
Summer Court
- The Summer Court ruled the Fae Realm during the last era. Currently, Summer and Autumn Fae are being hunted and tortured by the Winter Queen.
Autumn Court
Winter Court
- The Winter Court has controlled the Fae Realm for two years now. Their control will last for another 19,998 years. Their leader, the Winter Queen has declared that all Summer and Autumn fae are to be captured and tortured for the rest of her rule.[10]
- The Winter Queen is keeping the Spring King captured in her castle.[11]
- It is said that the Winter Queen always does something insane when she begins her rule every 80,000 years. [12]
- The Winter Queen believes that thousands of years of torture will turn all Fae into Winter Fae.[13]
Spring Court
- The Spring Court is often looked down upon by the Summer Court and most Fae belonging to it are thought to be insane or evil[14].[15]
- The Spring King is known to have a masochistic streak, and is currently captured by the Winter Queen. [16]
Error: Item not foundThere's no such thing as evil, dipshit, it's just name calling by the other courts. Spring Fae are all about sex and danger and doing whatever the hell we want! The Summer and Autumn Courts lump us with those fuckers in the Winter Court because we aren't insanely predictable like they are.
Dwarves
- Kot Bhenul is a well known Dwarven artist.
Error: Item not foundA signed and numbered copy of the famous painting by Go Hakomi, a dwarven master. He recently passed away, increasing this painting's value significantly.
— Reproduction of "Fortress Five"
- Dwarves leave Preservation Runes in tombs of the dead. These runes are not magical, and are just a traditional practice.
Goblins
- Goblins are organized in clans set up like a business. Goblins sign contracts to work for a clan for a five year period.[17]
- Many Goblin clans operate as slavers. Fae are often captured and sold.
- Grigtekark is the name of one of the goblin holy lands.[18]
- Goblins have the ability to smell lies. They can tell when they are being lied to. [19]
- Goblins view Humans as one of the "Monstrous Races."[20]
Orcs
- The name of the Orcish homeland is Gu.
Trolls
Myconians
- The Myconian race has lived in the Council Lands for many years in secret. Myconians are mainly cave dwellers and keep to themselves in their local enclaves. Myconians absorb energy from glowing blue mushrooms called amanita gloria. Their bodies turn this energy into Myconian Jelly, which they excrete from their bodies. The excess Myconian Jelly is stored in large cylindrical mushrooms alongside Sporelings, the future generations of Myconians. In recent times, the Myconians of Serbule have mastered the art of taming Garden-Tenders. Myconians measure time in Moon cycles and seasons.
- A being named General Lavorel traveled to the home of the pod of Myconians living in the Myconian Cave in Serbule 31 of their moon cycles ago, during his search for the being called Dalvos. This being taught the Myconians to use their hallucination spores to communicate with humans. Lavorel stayed with the Myconians and taught them about human society for five moon cycles before leaving.
- The Myconian Cave Myconians accepted his teachings and began to worship General Lavorel as if he were a god. Before leaving, Lavorel enhanced the abilities of two Myconians, Tremor and Tidal. The Myconian Cave is currently in a conflict between Tidal's forces and the Myconians who support the peaceful methods practiced by Mu, Voo, Way, and Jaw.
- The Myconians are trying to adapt to the human concepts of trade and ownership. Some are experiencing difficulty with the concepts.
Mantis?
The Manis species has only recently gained sentience. They have taken it upon themselves to learn the culture of the Council Lands. It seems that some Mantises have developed Psychic abilities, including the ability to wipe the minds of elves.
Indigenous Species
The Crone Council
- The Crones are a race native to Alharth. When the Council took power and established the Council Lands, the Crones were expunged. In recent times, the Crones have returned to their homeland in hopes of reclaiming it. The "Crone Council" is the name given to the returning group.
- - Crones are viewed as ugly and repulsive by most Elves and Humans.
- - Crones dislike the consumption of raw meat.
- - The demon Tok of the Eighth Pod suggested in a letter that the Crones could make good allies.
- - Crones seem to be treated as royalty when they visit the Council Lands.
- - Hags are not Crones, but also are part of the greater Crone Hegemony.
Religion
- Residents of the Council Lands worship 37 deities. Each deity is associated with various natural phenomena. While some deities are thought to have created their associated phenomena, others perform more minor tasks. It is believed that the deities are sentient and can manifest themselves in physical forms.
- - Tok of the Eighth Pod suggests that the deities are simply nature spirits.
- - The Gods, vol XIV Confirms this theory, when Councilwoman Irasce notes that Dale Renthian is a "Class 3 nature spirit."
- - The Gods, vol VIII contains information on Gulagra.
- There are six nature spirits responsible for creating the undead. Gulagra is not one of them.[21]
Deity | Association | Actions/ Location |
---|---|---|
Norala | Goddess of Hunts | Spreads a specific magical disease. |
Irhetsu | God of the Winds | Controls the Winds. |
Talerra | God of Depression and Knowing the Truth | ??? |
Dale Renthian | God of Inspiration | Wanders around drinking and granting ideas. |
Tast | God of War | ??? |
Gulagra | God of War(Chaos) | The embodiment of anarchy and chaos. |
Elshana | Elven goddess of creative beauty | Deceased |
Akhisa | God of spiders and patience | ??? |
Error: Item not foundA depiction of Talerra, the spectral God of Depression and Knowing the Truth. Her ghostly arm beckons as if she has some bad news to deliver. This painting seems supernaturally resilient, and it has probably been blessed by one of Talerra's few monk-priests. However, it's way too creepy to display in a home.
— Reproduction of "Talerra At The New Moon"
- - Dale Renthian is a Class 3 Nature spirit discussed at length in The Gods, vol XIV.
- - At some point in the past, there was a war between gods. [22]
- - Arisetu is an Elven god.
Lawara's Note
- Twenty Godlings in the ground,
- Twenty more in air surround,
- One was killed in demon fire,
- Two were banished to the mire.
Myths
Gorgons
- Gorgons is a mythological creature mentioned in folktales and old books.
- One such book found in the town of Serbule, The Wasted Wishes, tells the story of a girl's encounter with a Gorgon. The Gorgon in the story grants three wishes to the girl, Leeka, before vanishing after filling the room with smoke. The Gorgon in The Wasted Wishes is sentient, and seems to enjoy playing with how wishes are fulfilled.
Autumn Felling
- The Legend of the Autumn Felling tells of a day when over half the population of Elves in Alharth dropped dead. It is unknown whether or not this tragic tale actually occurred.
Garden Mystics
Garden Mystics are ancient elves who have mastered the art of growing unnatural vegetables. It is rumored they can grow Fey Potatoes.
Government
- The Council Lands are ruled by the Council, a group of five wizards. The Council members have not been seen in years, but reside in the city of Statehelm.
Council Decrees
- Council representatives can issue Council Decrees after approval from Statehelm. As a result, the threat of a Council Decree carries weight among the populace of the Council Lands.
- Examples of Council Decrees:
- - Selenia Lovefoot was declared a Foe of Alharth and banished from the Council Lands. Her family was allowed to remain in the country, but their home and possessions were put up for auction in Serbule.
- - Five members of "The Council of Thirteen" were banished from Alharth. The decree declared it illegal to speak the names of the banished out-loud.
Known Policies and Laws
“Elves should pay 30% of all their earnings if they own a shop in town, but they all scam the Council. I bet I don't get more than 10%. No, it's fine. I guess at the end of the day, I don't really care.
— Hang Out with Hulon
- - Statehelm has recently installed a sex-changing machine designed to deal with homosexuality, which seems to be looked down upon by the Council. [23]
- - Some Council Representatives charge non-humans taxes, such as in the city of Halvue. The Elves in Serbule are also charged heavy taxes. [24]
- - The Council has decreed that Elves are unable to feel emotions.
Economy
- Council-Stamps (or just "Councils") are the basic currency issued by The Council. Walls are worth a tenth of a Council, and Screeds are worth 20 Councils. - "The Chortling Beaver's First Screed"
- All known vendors accept Councils.
- Ancient Coins were once known as Obols. They were used as currency before the Council arrived in Alharth.[25]
- Elves who operate shops in Council territory are taxed 30% of their earnings.[26]
Infrastructure
The Council employees the Council Corps of Engineers to repair roads, construct settlements, and perform other similar duties. They were responsible for the quick construction of Serbule Keep.[27]
The Second Column is a military branch under command of The Council.
Science and Arcane Arts
- Science and Magic run amuck in the Council Lands. Sometimes, the two are combined. One such example is the modern Stargazer device. The lenses used have been enchanted to allow viewing of the starts even during the day.
Technology
Magic
- -Most residents of The Council Lands are unaware of other planes of existence and simply refer to anyone from one as a "Demon."
Culture
Trivia
- -Citizens of The Council Lands often mistake Alharth as being the name for the entire world.
- - Alharth is the second largest of the nine continents.
Notes
- ↑ Note section of The Gods, vol XIV
- ↑ Lore item on the wall of the inn.
- ↑ Painting of Traticus
- ↑ Talking with Yasinda
- ↑ Talking with Yasinda
- ↑ Small Talk with Lamashu
- ↑ Mentioned by Tadion in Small Talk
- ↑ Mentioned by Preta
- ↑ Talk from Corey The Croaker
- ↑ Talk from Fazzi
- ↑ Small talk with Corey The Croaker
- ↑ Small Talk with Fazzi
- ↑ Talk with Hiral
- ↑ Small Talk from Fazzi
- ↑ Intro talk with Corey The Croaker
- ↑ Small talk with Corey The Croaker
- ↑ Talk from Malvol
- ↑ Painting of Grigtekark
- ↑ Talk with Yogzi
- ↑ Friends with Glajur.
- ↑ Description on Chirurgeon's Gulara Orb.
- ↑ From The Gods, vol XIV.
- ↑ Small Talk with Nelson Ballard
- ↑ Hang Out with Hulon.
- ↑ Show an Ancient Coin to the Pulsing Crystal
- ↑ Hang out with Hulon.
- ↑ Sir Arif is a member