Lore from the world of Caer Innar


A map of Caer Innar during the Archanical Age

Spread across two main continents and multiple islands, the people of Caer Innar are many and varied. After the fall of the Empire in the east, new cultures and kingdoms rose in its place. 




The Kingdom of Rholios

 

Rholios is the southern most kingdom on the eastern continent of Caer Innar. Rholians are typically of medium build with lighter skin tones due to the moderate climate of the south. Hair and eye colours are fairly mixed, though red hair and green eyes are the most predominant. 

 

The landscape of Rholios is mountainous, with its many cities and towns nested between the ranges. The Rholian economy is mostly supported by the multitude of mines across the kingdom. By exporting the valuable fuels, minerals and metals extracted from the depths of Caer Innar Rholios has put itself at the heart of one of the greatest trading blocks, aside perhaps from the trading might of the Ibrian Empire . Due to this, the typical Rholian works or has worked in a mine or on board a traders ship. Rholios maintains an active armed force, and has arguably some of the strongest airships in the world. Even after the war with the Teblessian Republic, Rholios continues to develop and use these potent vessels for both war and trade. 

 

Rholios is currently ruled over by King Morgwan Blackthorne, who settles affairs of state from within his grand castle in the capital of Meldenburg.



The Teblesian Republic

 

Teblesia was built out of the ruins of the old empire. For many decades it had little power beyond the few lost secrets that could be scavenged, until the discovery of arcanium changed everything. They were the first people to add small amounts of this rare metal into weapons and tools with interesting effects, the metal naturally tapping into the magic field that permeates through Caer Innar. While only simple effects were achieved at first, it gave the village a powerful advantage over its neighbours, and rapidly expanded its territory. Eventually the technology was refined and the effects became better understood. This lead to a magical arms race between Teblessia and Rholios. While the Teblessians were more advanced in their used of arcanium, the Rholians were the more skilled metalworkers, and after a couple of significant engagements both sides agreed to a treaty. Teblessians are traditionally farmers and engineers, with much of their home comprised of flat plains. The Republic maintains a comparatively small but well equipped standing army and tends to use ocean and land vehicles for trading and transport over airships. Teblessians tend to have slightly darker skin tones than their Rholian neighbours, black or brown hair and green eyes.


The Protectorate of Erilla

 

Erillia was always at the fringes of the old empire, the last ‘corner’ to be conquered and the first to reclaim its identity after the fall. Though originally a nomadic people, Erillia is now home to a dozen or so cities which primarily act as meeting and trading hubs. While many people do choose to live in one city, the traveling lifestyle is still popular among Erillians, who live in anything from horse drawn carts to small drifting airships. Erillians are one of the few people still connected to the magic of Caer Innar who do not hunt down the gifted and train them instead to become a part of the Emerald Order. The order often advises the Tribal Council on various matters, their connection to the source giving them insight others lack.

 

The Elder Council is the governing body of Erillia when it comes to a global stage. Internally many matters are still decided by the heads of family or clan leaders.


The Republic of Kellith

 

The most northern territory on the eastern continent, Kellith is a cold land compared to its neighbours. With snow for 5 of the 10 months of the year the majority of farmland is in the south. The climate has also had an effect on its people, making them a little broader and taller than their southern neighbours, but far more comfortable and able to traverse the snowy climate. Kellith is famous for its vast evergreen forests, specifically the golden beech, which, as the name suggests, has a beautiful yellowish wood that is incredibly suited for ship building, being light and strong as well as naturally slow to decay. With the lack of farmland in the north, many Kellites sustain themselves and their families through hunting, meaning that many are experts at surviving in the wilderness. With the difficult terrain and climate, Kellith has never been an easy nut to crack. As such there is no offical standing army for the republic and defence is left to the people and city leaders.


The Ibrian Empire

 

The unofficial motto of Ibria is 'Why fight when you can buy?'. An empire built on geological fortune, Ibria was founded over some of the purest diamond mines in all of Caer Innar. The farmlands are fertile, the water clean. All in all, some of the finest goods in the world originate from Ibria. With this wealth they have bought land, soldiers and power and now control much of the western continent. Despite this, Ibrians are a relatively peaceful people. The Empire has avoided involvement in most major wars and typically only deploys its military for defensive actions on its border with Foriciter. Ibrians are a mix of races, with many people moving to and from the empire. Most work in some form of trade or production of raw materials, though thanks to the ongoing agressions of Foriciter there is always a need for more soliders.


The Kingdom of Cydonith

 

Trapped between the wealth of Ibria, the military power of Foriciter and the wild magic of Tajikia, Cydonians are a hard people who survive through the strict discipline of their culture. Cydonian society is built on a strong family structure, with a few families controlling most of the land and resources. This, however, is not an entirely unjust system, and those who work for the families are well looked after and rewarded for their diligent service. There are no homeless or unemployed people because of this structure, everyone has a place designated to them based on their family standing. While there is some movement in the balance of power, it is rare that any significant change occurs. The working class of Cydonith are required to give 5 years of military service at the age of 17 before 'retireing' to be farmers, dock workers or labourers. This means that any invader not only has the standing army of Cydonith to face but also a well armed and well trained populace. At the other end, Cydonith is currently ruled by Queen Valara Hardcastle, putting the Hardcastle family at the head of the political table. Below them are the high families; the Remmingtons, who made their fortune through trade. The Turners, who control much of the productive farmland and the Buckthornes, who are the prime providers of engineering in the Kingdom. Below them are the minor families who dabble in a variety of trades and businesses while trying to gain enough wealth and power to join the ranks of the high 'four'. Finally there are the working class, those families who own no land and must work for the others.  


The Protectorate of Foriciter

 

While Foriciter is one of the smaller territories in the west it is infamously agressive, often launching raids anywhere the warbands can reach. While other nations have used archanics for the general betterment of their people, Foriciter has only ever used it for war. The towns and villages are humble affairs, relying on manual strength to operate essential utilities. Transport is limited to animal or ocean going ships. The people of Foriciter are devided into numerous warbands, the towns falling under one groups control, though who it is often changes as warbands clash and vie for power. The warriors of these groups are truly terrifying. Initiation into most requires an act of 'empowerment' where a would be member has archanical devices surgically attached to their body, often replacing limbs and organs in exchange for the natural power of source. Of course many never survive the procedure, but the rewards are seen as greatly outweighing this minor fact. The more senior warriors continue this process, often replacing as much as they can if their own bodies with archanics. For this reason, while the raids of Foriciter are considered problematic, no one wants to put an end to them and invade for fear of unifying the warbands. A single raiding party might have anything up to thirty such augumented warriors, requiring a battalion of soldiers to drive back or put down. Fortunately for others, the warbands are far more focused on personal gain and have little trust for outsiders. 


The Kingdom of Monthia

 

Seated upon the throne for fifteen generations. The Spectre King of Monthia is no mere myth in this northern land. From the grand halls of Torvone the Spectre King still issues decrees to the tribes scattered across the land. While the body changes, the spirit within does not and when one host to the King perishes another is quickly found and offered to the throne. 

 

Typically this is considered a holy ritual, the new host having spent their entire life in preparation for the moment they are needed to make their sacrifice for the good of their King and homeland.

 

Monthia itself is a lush landscape, full of beautiful forests, deep lakes and rolling mountain ranges. However, being on the border of Tajikia has its own inherent risks and there are often times when things from the magical wasteland come south. To defend themselves from such attacks a great wall was constructed spanning the length of the border. Guarded day and night by the stalwart Knights of Santello, these brave men and women keep the Kingdom safe from the nightmares spat out of the wastes. 

Monthians follow many paths of life, and you will find soldiers just as easily as traders and builders. 


Tajika

 

A land corrupted by wild magic. No one living, and no surviving record truly knows the details of the great event that lead to the great depletion of magic from the world but the evidence still remains to this day. Only a few brave or stubborn tribes remain within the lands of Tajikia and they suffer for it daily. Tajikans are often born with magically ‘gifted’ mutations, ranging from tails and claws to extra limbs and wings. Some have been known to breathe fire, while others have simply gone insane from the voices they hear in their minds.

 

Those who survive in this landscape are stronger than most, and make for deadly warriors. As such Tajikans who leave their lands are often found working as mercenaries or bodyguards, their skill and mere presence often enough to dissuade a would be attacker.