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Monday, May 14, 2012

The History of the World: Part Deux

My Little Pony
Author's Interruption:
This is a special little side thing in which I compile everything I have constructed so far for the Eoland setting. Reference this guide if you ever have a question about how the world this monster of a fanfic takes place in.
First things first, you DO NOT need to read this at all. It just occurred to me that having this might be nice if you ever feel the need to refresh your memory on certain things and you don't want to have to search high and low through the chapters. I will update this as needed. It is very incomplete at this point, but I will fill in the gaps with in updated versions of this thing as time goes on.

History of Gaia:

In the beginning there was The Maker, a deliberately non-specific godlike entity who can be any Divine entity the reader wishes. He/She/It made the world in any fashion you please. Seven days, planting the World Tree, baked it in an oven, evolution, whatever, I'm leaving to Highest Most workings of this universe up to your imagination. I'm not really willing to go too deep into inventing a religion for the denizens of a setting based around frikkin My Little Pony.
Once, long ago, even by the reckoning of Gaians, The Maker once created another world before this present world you currently interest yourself in. This other world however was set upon the same heavenly sphere in the universe as Gaia would someday be. No one remembers the name of this preceding world.

This place was ruled by the Immortals, of which Neptune and Surt and their respective peoples were numbered among. These majestic and immortal races lived with one another for thousands of years with varying degrees of harmony. As such, when one race decided to they should rule over this ancient world, the world fell into discord very quickly. This evil ravaged all the land with reckless violence, and in the end, destroyed itself along with the entire world, blinded by lust of conquest.

As such, the world that was was lost, with only the Fire Giants which dwelt deep under the earth and the Merefolk who lived in the depths of the ocean remaining.

But how had this happened? This evil that ravaged this world created a device, the Monstrum Creatus. It was intended to create armies of creatures that would lay waste their enemies, but word of its manufacturing reached the ears of its intended victims. The machine was damaged in the ensuing battle and began uncontrollably releasing great horrors upon the land which the evil mighty immortals could not contend. Immortal and Horror both perished and the machine further damaged.
As such, Surt and Neptune saw, firsthand, the creation of a new world at the hands of The Maker. At His hands, grew new life, and curious new lifeforms: humans, elves, dwarves, Fallohides, felinians, reptilian creatures that could alter their form, centaurs, giants of all manner, gnomes, Yetis, griffins, sasquatches, and dragons. And this new world was dubbed Gaia.

The First Age of the new world saw the first nations were founded and the continents given proper names. One such continent, which was the largest and had the greatest concentration of life was named Eoland. To this day, Eoland remains the center of power or Gaia in which most of the world's most important happenings occur.

Unfortunately, with the rise of the first kingdoms and empires came the birth of the first monsters, but mankind did not know how to use magic yet, so the ensuing chaos of humans and other civilized races versus the hordes of monsters resulted a several hundred year long dark age. No living being among the current races know where the horrors of goblins, hobgoblins, trolls, minotaurs, orcs, and the wild poseys originated from.
In truth, some foolish dwarves tunneled too deep and accidentally uncovered the Monstrum Creatus. Not knowing what it was, they activated it. It created these beasts, but thankfully, was only functioning at one-fifteenth of its intended power and in it broken state, ceased function altogether after a short time. Alas, it was too late.
These beasts ravaged the land, drove the good peoples of Gaia in hiding, dwindling in numbers. They were endangered, yet still hunted. Thus began…

The First Dark Age of Gaia (or The Dark Age, as it was called before the world experienced a second one many eons laters). For seven hundred years the good peoples of Gaia were on the edge of extinction before their plight was brought to the attention of those who dwelled beneath the lands and the seas.

From deep within the earth, Surt, King of the Fire Giants came forth and tamed the land and taught the mortal races the Elemental magicks. Neptune tamed the oceans and gave the humans the arcane arts. For two thousand years, give or take, the two demigods ruled their respective parts of the world. This was the Third Age, called The Age of Might.

In this time, the good peoples flourished in numbers and rebuilt their ruined cities, ruled by their supreme overlords. Things were good, for a time. As time went on, the absolute power Surt and Neptune held over the mortal races corrupted them both, and in light of rebellion, they took increasingly draconian measures to ensure the safety of their positions.

A great war broke out, but it was always the younger races that were crushed in the battles, never able to overcome their rulers.

A group of magically adept rebels discovered the Light and Dark Elements and trained their mages how to use them. The group of humans learned to use the Light, while the centaurs learned to wield the Darkness.

A joint attack was launched with the newfound powers once they were mastered and Surt and Neptune were overtaken and driven back down under the surfaces of their respective realms. With the rise of greater numbers of mortals, more sophisticated techniques for survival, and the learning of magic, humans were ready to survive in the world on their own.

Then, to keep Surt and Neptune from ever returning to the surface, Lumina, the Continent of Light founded by humans created the original Unicorn to eternally walk the paths of the Muspell Forest surrounding Mount Muspell, which is where the Fire Giants would emerge from. Powered by Light Magic, the Unicorn stands watch to this day, keeping them at bay.

Umbrae founded by the centaurs created the Pegasus which soars through the skies above the Oceanus Sea to Eoland's East from which Neptune would break surface, keeping him from returning to the shallows and topside, powered by Dark Magic. Both are elusive creatures that are rarely, if ever, seen by mortals from the point they were created on.

Then you know the rest, the nations of Lumina and Umbrae rose to power in place of Surt and Neptune, and thus began, The Fourth Age, The Age of Knowledge.

Then Umbrae's insane scheme ended up obliterating both nations after a millennium and a half of their reign and the world briefly entered, the Fifth Age, The Second Dark Age.

But then races reorganized and several nations of smaller magnitude rose to fill the gap left behind by Lumina and Umbrae. Hence, The Sixth Age, The Age of Wisdom.

Nine hundred years into the Age of Wisdom (The Second Dark Age lasting a hundred), Firefly and company set out to dethrone Tirac..

Sometime during the Age of Wisdom, a wizard whose name was forgotten in the sands of time created a spell similar to the one Olivia used to create the Pastel ponies to make himself a servant out of his goat, Grogar. However, he did too much of a good job and his servant turned on him, and killed him and destroyed his work after learning it all for himself. Grogor would go on to form the first united army of goblins, hobgoblins, and trolls and launched them on the world. He spearheaded his conquest from his home base in the crystal desert's south most region. One by one, the lands fell to his arcane arts and his army's might, until a band of wizards turned his own arts against him to banish him into the Realm of Darkness, where he will soon emerge back into Eoland from.

List of Ages in Gaia:
1. The Beginning: Years 1-300.
2. The First Dark Age: Years 301-1000.
3. The Age of Might: Years 1001-3000.
4. The Age of Knowledge: Years 3001-4500.
5. The Second Dark Age: Years 4501-4600.
6. The Age of Wisdom: Years 4601-5401
7. The Age of Light: Years 5401-5402/the present-ongoing
List of Eras in Eoland:
1. First Thousand (Years 1-1000), initialized 'F.T.' in Eoland history books.
2. Before Cataclysm (Years 1001-4500), initialized 'B.C.' in Eoland history books.
3. After Cataclysm (Years, 4501-Present), initialized A.C.' in Eoland history books.
Age of Gaia in her present form: 5402 years. She's getting on in age. Eons older, technically.

Races: Humans, dwarves, elves, Fallohides, flutterponies, centaurs, felinians, merpeople, stone giants, fire giants, ice giants (South Pole), Yetis (North Pole), griffins, sasquatches, shapeshifting lizard folk, dragons, gnomes, and probably more.


The Maker-See above.
Neptune: King of the Merefolk, and former king of all the seas. Now he just rules the depth, but is attempting to return and get past his warden, the Pegasus.
Surt: King of the Fire Giants, and former king of all the earth. Now he just rules the deepest underground of the world. He is also attempting to return and get past his warden, the Unicorn.

Other Immortals:

The Moochic: A scatter brained gnome who was friends with Olivia the witch, who created the Pastels. He trades books, tools, and other supplies for a portion of the food the Pastels grow in their gardens. While forgetful, he's helpful in a pinch and genuinely enjoys the friendship of the ponies. He also has an odd tendency to know exactly how to fix any problem and often has the tool needed to fix it. If he doesn't, then he knows where it can be found.
The Flutterponies: Immortal butterfly-winged creatures which served as some of the inspiration for Olivia to create the Pastels. Their origins are unknown, as is the nature of it (natural, supernatural, or magical), but they possess great power which can ward off many kinds of evil. Their isolationist ways keep them out of the loop as to just how much evil is currently running loose in Eoland as of late.
The Unicorn: A horned horse created by the Luminian people to act as warden to Surt and his Fire Giants.
The Pegasus: A winged horse created by the Umbraen people to act as warden to Neptune and his Merfolk.

Magically-Created Races: Pastel Ponies, the Sea Ponies, Great Crustaceans, and the raptorians.

Monsters: goblins, hobgoblins, minotaurs, orcs, trolls, harpies, and wild poseys, and more.

Creatures and Beings by Region:

Center Lands: Pastels, goblins, dwarves, fallohides, elves, gnomes, sasquatches, and one felinian and one shapeshifting lizardman.
West Lands: Humans and elves, mostly.

North Lands: one centaur, one winged goatman, humans, the Great Crustaceans, trolls, seaponies, and orcs.
East Lands: humans, felinians, shapeshifting lizardmen, elves, dwarves, and more.

The North Pole: Yetis, polar bears, and white saber-toothed tigers, for extra fun.

The South Pole: Ice Giants.


There are four Core Elemental Magic Types intended for use by mortal races: Earth, water, fire, air. Each has an opposite and weakness: Earth to Air; Air to Earth; Fire to Water; Water to Fire. The last two, Light and Dark, were never intended for mortals to know, but they found out, anyway. These two trump the other four Elemental magicks, as well as many forms of the arcane magicks. Light and Dark are not all powerful magicks, and can be overcome, however.
There are different levels of Elemental magic. The basic level is just manipulating the Element to your will, ala Benders from Avatar: The Last AirBender. The more complex form is creating Element Golems, Familiars, or Elemental Weaponry or other creations and tools.
The Arcane Magic Type: Ripping opening rifts in the Space-Time Continuum to pull Astral energy into the mortal realm and then manipulating for spellcasting. This is an extremely dangerous and inadvisable form of magic to use, because if anything goes wrong during casting, the casters will likely end up killing themselves and many others. The list of things that could go wrong include: when ripping open the fabric of Time and Space, the caster might end up sucked into the rift, themselves, or they might accidentally summon a demon. Or misfired Astral energy can be very destructive. The main draw to this kind of magic that's banned in most civilized places is that unlike most Element arts, the arcane arts can do nearly anything.
Demonic Magic: Making a pact with a demon in exchange for power. Do I even need to say how wrong this could go? This form magic usually requires blood sacrifices and other icky abominable actions to get working. Don't expect this one to show up much in the story. In fact, I wonder why I put this here.
Divine Magic: The highest form of power reserved only for The Maker. Many attempts at obtaining it have been enacted, all of them ending in epic levels of failure. The Power of Creation needing to stay out of the hands of flawed mortals and all that.
Anti-Element Magic: a form of magic that weakens element spells, including Light and Dark magicks. In extreme cases, it can also cancel them out altogether. It's very rare to the point where it is not even considered a factor to most when using magic as a means of conquering. Anti-Magic draws its energy from the Astral Plain much the same as Arcane Magic, but instead of pulling from the fabric of time and space, it draws from the Void, a dark place of nothingness.
Magical Constructs: These are Familiars or Golems, basically. They are enchanted servants that can be versatile or specific as their design requires. The process of creating them is very long and complex: magic circles, mathematical calculations to gadge exactly how much energy is needed, an incredible amount of power provided by both a room full of others mages and their catalysts along with several other magical components.
Overall, if you need a Familiar or Golem, it's easier just to steal someone else's creation and then alter the magicks to your will.
Magical Catalysts: Witch weed potion, medallions, staffs, rods, wands, and more.
The former is a drink derived from a magically charged weed that grows in the ponds and lakes of the Western part of the world. It's one of the most potent forms of increasing the output of magic for a given user, but it also has the drawback of drawing out the aggressive side of its user's personality to the point of the person becoming unrecognizable from their former self. It is highly addictive as well.
The latter are just tools and objects designed and constructed to increase the power output of their wielder. Normally, they are not as effective as witch weed potion, but do not drive your users into near feral states of mind.
Spell glyphs: Spell glyphs are visible information of any given spell that can be conjured up by any wizard. In fact, summoning spell gryphs are First Year Magic School spells. They appear as shimmering circles floating in the air before the enchanted object. By touching certain points on a glyph, a Mage would bring up a sort of screens not to far removed from those of modern computers that contained specific pieces of information. Spell glyphs were akin to modern electronics in some respects in terms off design. Each one of the points along the outer rim of the glyph could be touched and that would scroll up specific information. For example, one screen would explain what spell components went into the spell. Another would explain the precise magicks cast. And so forth.


Eoland is largely a temperate continent in Gaia, and a large one. In fact it is the largest continent in the world and the center of the economy. The most important happenings happen there. Its Southern tip is about to three lines longitude away from the equator, and it's South most region is ten south of the North Pole.

Note: All of these nations were founded sometime in the last millennium, after the cataclysm.

The Center Lands: Location of Dream Valley and Dream Castle, and home to the Pastel ponies. This boxed in area is a blank spot on the map to all who live outside its borders. An Enchanted Mountain controlled by witches to the West, the great Crystal Desert to the North, and the Living Wood, an Enchanted forest where the trees come to life and attack intruders, to the East, and to the south, the coastline, protected by an impassible labyrinth of razor sharp rocks, keeping outsider's ships and boats from ever entering.
This humble countryside takes up about an eighth of the Eoland continent and is home to many things thought lost by outsiders or things utterly unknown altogether to them.
The Center Lands are mostly made up of grassy plains, meadows, and temperate woods and forests. The South most point has a beach a few small coastal towns, but none can leave or enter that way, the sharp rocks and all that.
North of the beach, there are some open plains, and further upwards yet is a large forest lining most of the region West to East.
Just a bit more Northward of the forest lies Dream Valley, near to the West Gloom Mountain. The Moonchik's Forest, the Mushromp is to the ponies' East, with open plains between the two. Further East of the Mushromp, is a canyon that can be crossed on a great bridge. More open plains are on the other side. Finally, once one has gone East enough, they will come to the Living Wood, the protective barrier around Flutter Valley, home of the Flutter Ponies.
Heading North from all of this some more, the countryside becomes a walk of many paths leading to many of the scattered villages throughout the region. The only true stronghold this far North in the Center Lands is the Goblin's Forest. The only other things of note in this part is an old Lumina fort just outside the Forest, and the Dead Wood, a perpetually leafless forest that somehow still manages to continue to exist. None dare enter.
Finally, once you have gone North enough, you will come to the Crystal Desert. The only to head in this region is North, but you will have to pay a toll at a troll's toll bridge. Once out of the desert, one would will reach The Northern Lands.
The Crystal Desert is inhabited by the Plainsmen, a tribe of people living off what the resources of the desert. Long ago, the trade path reached as far down as the Center Lands, but the humans were eventually driven out by dwarves, goblins, and Fallohides who grew tired of being suppressed and enslaved. In time, the center lands were forgotten, but the trading between the Plainsman and Balacroff continued. Well, it did, until Tirac took Balacroff for himself. He had no interest in trading; instead opting to just take anything he needed or wanted from neighboring lands he conquered. The drawbridge that once served as the control for the flow of traffic came under the use of the troll, Niblic, who has been overcharging people for crossing ever sense. Why he bothers or how he spends what he changes is a very good question.
Just North of the desert is Crustacia.
On Crustacia:
"Once there, it looks like we'll be somewhere called 'Crustacia'," Medley said.
"Yes, a land of Great Lakes, rivers, and forests. It is home of the Great Crustaceans, mammoth crab-like creatures that once ruled over it peacefully. It's also home to the Wild Poseys, parasitic living plants that will seize and devour most of the moisture from the plant-life, and even the wildlife. Having tough shells that the Poseys cannot dig into, the Great Crustaceans, or crabnasties, as they are sometimes called, have been the ideal wardens of those beasts. The Crustaceans still play their rule as the keepers of the Poseys, thankfully."
"Let me guess, our favorite land-grabbing centaur is why they ain't in charge anymore, right," Applejack asked.
"Quite correct."
"The Crustaceans are a proud lot, so there is always a rebellion of kind going on," Frederick said.
-Quoted from Chapter 13: The Beginning of the Quest.

Pastel History:

The Pastels are Enchanted ponies, created by a witch named Olivia. Olivia was once one of the Gloom Mountain witches, who share a hatred for other humans due to one long forgotten feud. Though she, herself, had no love for civilizations of humans, she grew to have distaste for robbing them whenever they tried to cross Gloom Mountainor got too close to it. She eventually just left to go out East into the Center Lands where no man or woman had been for many a year by then.
However, she had to fight her free as she was a child prodigy that had mastered high level magicks by her eighth birthday. However, she proved to be enough of a master at the young age of fifteen that she could overpower her relatives and peers and just left the mountain altogether.
She founded a small ranch and raised ordinary ponies. However, she soon longed for someone other than the scattered brained Moochic to talk to. So she invented an innovative spell which created fully independent, free-thinking, and intelligent ponies. She called them Pastels. They come in three varieties: earth ponies, Unicorn, and Pegasi. For many years, they kept her company as her friends and constant companions.
Then, she eventually grew old and died. In her last act, she cast one final spell she had been working on to protect the Pastels in her inevitable absence and created Dream Castle for the Pastels to dwell in safely. When she died, she was buried in a small lot reserved just for her out back of the castle.
In time, some of the Pastels grew to desire to see distance places and ventured South and founded Paradise Estate and The Clearing. The Estate is just that, a big abode where Pastels dwell. The Clearing is a village others founded. It started small, and then begin to grow. Most Pastel breeding goes on in The Clearing and thus, is where most of the males live. While female Pastels are oft content to venture and dwell in the castle or the Estate, the males prefer to run free in the woods surrounding The Clearing.
The Clearing his its own economy fruit and vegetable growing. The ponies there grow enough that the entire community gets fed. Homes, schools, libraries, and all manner of cultural facility lie in The Clearing. There the Pastels live peaceful lives where they are bothered by no one save for the occasional wolf or coyote.
To protect themselves, they have constructed a fortification of four wooden walls of columns with big wooden double doors that are open during the daylight hours.

The North Lands: North of Crustacia are the Hellspire Mountains, which one must cross Northward to get to New Umbrae, stronghold of Tirac the Conqueror. His castle is called Midnight Castle.
The entirety of New Umbrae is essentially one big military state, not really a nation at all.
The most prominent power in the North was the Balacroff Empire. They controlled the flow of trade and kept the other lands in Eoland safe from the Northern raiding orc tribes. What they did not know was that a young Tirac, not yet risen to power, united them and turned them as a single military force against Balabroff. The attack was swift and in the dead night, and the combined power of the orcish raiders was enough to dethrone Ulrich the VIII. Tirac renamed the nation, New Umbrae, in honor of his ancestors, the founding fathers of old Umbrae.
Ulrich the XIII's son, Ulrich the IX, survived the battle and stole away into the night. Afterwards, the IXth organized and led a rebellion to retake their lands from Tirac's hands. The mantle of leadership has since been passed to the IX's son, Anthony the III, who passed it to his son, Anthony Ulrich. Anthony Ulrich is the current leader of the rebellion in New Umbrae/Balacroff. Most call him, Ulrich, all the same.
Tirac's attention turned Eastward, to Toltus, after the fall of Balacroff, home kingdom of Scorpan. This was the first realm Tirac took by resorting to usage of the Dark Element. In time, Tirac's control spread as far East as the ocean. It was then that he set sights on the Western lands.
In the North Lands, Balacroff and Toltus are the only kingdoms, as Balacroff is so vast and powerful that is encompasses most of the north. Toltus exists to the farthest eastern reach right on the border to the Eastern Lands.
Straight North cross the sea from Balacroff and Toltus lie the Khione Islands, an island chain that are a snowy, icy wasteland inhabited by raiding hordes of mongrels that are always at war with each other. Well, were, until Tirac united them as his army. In times before, they would attack by ship, raiding Balacroffian or Toltan ports, but they were never a big threat.

The Eastern Lands:

Due directly East of the Living Wood, abode of the Flutterponies, is the Apis Forest, home of the Apini Tribe, which is a race of honey bee-human hybrids. They're called the "bee folk" by some, by they prefer their actual name, the Apini. In fact, they consider being called "bees" to be a racial slur, and know to avoid using it around them.
Only Toltus lies to the Apis Forest's North. Nothing but wilderness lies due south of it.
To the direct East of Toltus is Ymir, a grand sweeping forest and kingdom of elves. Not much is known, due to this particular breed being the isolationist sort.
To Ymir's south and Apis Forest's East is Venezia, a nation ruled by the dwarves. It is a country of farmland, mines, and enchanted forests.
Alvanista is at Venezia's south, a land multiracial land of all breeds of peoples. It is said to be home to the ancient Mines of Yor, from which the Elemental Cores were forged.
Euclid lies South of Alvanista. It is a single independently run community. They have no overall governing body beyond a mayor and the local police, but rather, they are a culture connected by its business. Euclid is a huge trading settlement in the East. As the result, it also has no military or militia, because frankly, it has no need of one, as it has proven itself more profitable to other nations trading with the local and each other as a free market. In fact, it's independence is protected by other nations. Peoples are all races live in the area, mostly owning shows, ranches, farms, and other businesses.
Until recently, New Umbrae has been policing it's trade.
Belladem is to Euclid's South lies a great sea port. It is from this port that trade is done from the West and lands across the sea to the South, and the reason for Euclid's placement in the Eastern lands. With Euclid directly to Belladem's North, all goods can be shipped directly to it in a day and boarded on a ship. Fishing and shipments are the primary source of income in Belladam. The sight of sunken ships all along the impassible labyrinth of rocks blocking the way to the Center Lands serve as a reminder not to try.
Along the Southern coast of Eoland are fishing villages.
Muspell Forest: This dreaded place is to the East of Belladem and some Euclid. This is a cursed place devoid of wildlife. Only The Unicorn walks it's paths, guarding the free races of Gaia from the evil that lurks within, the Fire Giants. You see, at the center of this dark and enchanted place lies Mount Muspell, a volcanic mountain from which the Fire Giants originally emerged and were driven back down into. They would surely return if The Unicorn's work as their warden were interrupted.
To the North of the Muspell Forest lies open plains with scattered villages and some smaller lordships here and there, but this segment of the region is mostly devoid of centralized power. These lands are called The Wild. However, at the North most part of this part of the East lies…
The Republic of Arlee: Sharing the North coast of the Eastern Lands of Eoland along with Toltus and the Ymir Forest Kingdom, this rare nation is run by a congress of elected officials which meet up several times a year to represent their people back home in the various parts of the country. The original government was overthrown and a single lord from New Umbrae was put in their after Tirac had his way with the country, but with the fall of New Umbrae, the unwelcome lord actually stepped down gracefully and allowed the original Republic government to be reinstated.
Arlee tends to be among the most advanced of the Eastern countries, having mastered the use of steam power and whatnot. Their greatest strength as a nation is their industry.
Triet Lands: To the East of the Republic of Arlee and The Wild are the Triet Lands. These lands are widely canyons desert, outposts, and ruins of the earliest kingdoms. This area is infamous for being the hid-outs of bandits and other ruffians. The outposts are protected by the militaries of surrounding countries to try to ensure safe passage through if one should absolutely have to go through this land.
Ozette: lying directly South of Triet, this is a land where the elves and dwarves live in a strange harmony with one another. Though heavily wooded, it also has many plentiful mines for the dwarves to mine.
The elven parts of the land are built into the trees in homes designed to settle into the trees. Wooden catwalks and platforms make up the interconnecting roadways above the ground level below.
The dwarves however have built their homes out of stone and the businesses out of steel. Modern man might liken their places of business to small scale skyscrapers. The two races live together and benefit from their differences to make a stronger nation. While they have no single king or queen, their government is made up of the nobles meeting in council.
Nothing of particular note lies to Ozette's South. Just more wilderness and the Southern fishing villages.
Then at last one come to the farthest East one can go in the region of the continent. In the Northeast corner lies the kingdom of Felinia, from which Catrina is native. Catrina was a member of Felinian aristocracy before all the nobles were forced to flee to the four winds when New Umbrae invaded with intent on having every member of the ruling class executed in public display. Catrina successfully escaped thanks to the efforts of her first taste of witchweed potion and her butler, Rep.
Felinia controls the entire East most region from North to South. It is the single biggest country in the East.
Scattered all across the Eastern Lands are the ruined remains of kingdoms and empires that were completely wiped off the face of Gaia by Tirac's conquest.
At the East lies The Okeanos Sea, which is the Eastern Ocean.

The Western Lands:

The Western lands are made of many kingdoms and lordships, but Midhelm, to which Dongard holds its allegiance, is the most prominent power there.
In the Northeast most corner of the Western lands, laid Elfheim, the kingdom of the elves. They were the next land to fall under the control of New Umbrae.
Dongard, homeland of Lord David, and his sons, Bernard and Frederick lied just to the South of Elfheim, though it would a few years before Tirac finally set his sights on taking them. The remainder of the Western lands remain unconquered at this point in time. The colors of Dongard are red or green. Their symbol is the triple Pheonix. Three phoenix heads over a fire. It is symbolic of their founders, which where three separate tribes that banded together and became a great land.
List of Kingdoms in the Western Lands:
Elmheim is a kingdom ruled by the long-lived race of…elves. This nation is located in the Northeast sector of the West, directly neighboring (West-most country in the North Lands). They largely keep to themselves, generally not welcoming visitors and are not known for hunting, but rather crop growing.
The elves, instead, live in peace with nature, building their all weaving buildings around the very trees and foliage that others might cut down. While danger fights, they can also be quite silly, singing merry song and playing mischievous pranks of passing humans or dwarves. Their current ruler is King Elros.
Midhelm is the kingdom closest to the Center Lands and it is divided into several different lordships, all of which owe their loyalty to the monarchy. The current kind of Midhelm is Odin.
Each lordship has direct control over their lands and they each, up to a certain point, have their own laws. Due to the various lordships being spread out over great distances often with no quick way to contact the king, they are also expected to be able to establish their own trades and be able to be able to handle their own issues. Some lords has abused this right and tried to wage wars on other lordships, but most of them are ended before they are allowed to get started, usually be the king, if the war is shaping up to become too destructive.
List of Midhelm lordships: Elfheim is large enough that all Midhelm lordships to its South are in a straight line close to the shore: Dongard, New Delbrook, Faroes, Dodgington, and Iselia.
Once west enough, the rest form a circle around Midhelm's capitol, listed clockwise: Nuuk, Dublin, Lindisfarne, Ashdown, Thanet, Ragnarsonn, Clontarf, Fortrui, Shetland, Strathclyde, Somerled, and Gower.
Valterra: To the central part of Midhelm's north is Valterra. Ruled by dwarves, it is a country of farms, mines, and plantations. Their current king is Vindalf.
Then, at the farthest stretch of land before one reaches Septem Ocean, there are several smaller kingdoms scattered all across the countryside.
A few other nations exist across Eoland not listed here, but they are very small.

1 comment:

  1. Nice. Though, I would suggest using jump cuts. Having it all in the feed is a little problematic.