Faction name: Apostles of Sun
Faction type: Clan
Status: Defunct
Alignment: Chaotic good
The Apostles were drawn together by their shared respect and absolute
devotion to the Goddess Sune. It was their calling to spread, to all
corners of the Realms, the love and beauty the Radiant One had shown them. They were a family encompassing all walks of life, a church devoted to and
following only her. Being of an independent nature, they believed in the rightfulness of
destiny. While they sought to guide those who might have strayed to the ways
of evil and corruption, they knew they had to be allowed to follow their own
paths. All had to follow their hearts to achieve happiness and beauty in
the fullness of time. They sought to spread love and beauty throughout the realms by example,
rather than through preaching or sanctimonious judgment.They would help
whosoever they felt deserving of assistance, as they each chose their paths
to intersect with those around them as they pleased. They would not, however,
aid persons of evil intent, be at the beck and call of others of good
intention, or fall under the sway of corruption. Each Apostle had a voice in what influenced the church rules and
decisions. No one being was more important than any other in the church.
Those who chose to dedicate themselves to Sune's beauty, love, and
light were encouraged to join this family and aid the realms in achieving
its destiny.
Airship Ports
Eastern Great Realms
Central Great Realms
Western Great Realms
- Port Torregiano, located in the city of Torregiano.
Port Torregiano is one of the more famous locations for airships, built in the Tripower's capital city of Torregiano, this is the home of airships. The massive port was built in the northwest part of the city, and contains all the facilities an airship pilot needs. The port supports construction, repairs, weapons, ammo, locksmiths, temporary parking and long term parking, private hangars and much more. The port is regulated by the Tripower Empire, and owned by the Judge Corperation.
- Port Vector, located in the city of Vector
Port Vector is not a public facility, owned, ran and guarded by the Vectorian Nation, they attempted to make a port the size of the Tripower's, but failed. The port supports construction, weapons and ammo, but they could not afford anything else.
- Airship Park, located in the city of Westbridge
Airship Park is located in Westbridge along the Westbridge River in the heart of the city. This is not really a port, but more of a fueling station and parking zone for city residence. Phil's Bar is a popular hang out for pilots fueling their ships.
Central Great Realms
- Port Heifong III, located in the City of Heifong, section III
Heifong is a massive city located in the center of the continent. It is home to five pirate guilds, who took five smaller cities and expanded them during the Airship Boom. The guilds split them into five sections. The Heifong III Faction rules over the Eastern Port, entrance from airships traveling from the eastern side of the Great Realms. Their port is located in the southern end of the city, and has construction and some facilities. Airships are allowed to travel the streets, and the city is equiped for airships. Heifong is also home of the black market. - Port Heifong I, located in the city of Heifong, section I
Located on the western side of the city is Heifong I, the gateway and stopping area for all airships traveling from the western side of the Great Realms. Their facilities match Heifong III. (Nothing else planned at this time).
Western Great Realms
- Port Figaro, located in the city of Figaro
Figaro is the largest city in the world, Torregiano coming in second. The city is located on the western coast past the worlds largest desert. The city is massive, made up of highways setup totally for airship travel. This is the home for the western world's trade. Their port boasts everything the Tripower's port has.
Airships
Airships were the combined creation of the Nytek Corperation and the Makou Technology Group, two front businesses of the Tripower Empire. The year was 1253 (Currently 1269 or real life 2002) when airships were introduced to the world. Before then, travel across the Great Realms was rough and long, since most nations stood far apart. But the airship allowed people to move faster and make shorter journeys to foreign lands. The trade businesses soaked this up, and in 3 short years, almost all major trading businesses owned a fleet. The Trade World boomed, and the Tripower became the Number 1 traders in the world, a title that was held by the Vectorian Nation until 1256.
The world of the air soon formed different groups, which was classified by the empires in record books. The massive increase of airship popularity was known as "The Airship Boom".
Traders
Airships and crews who flew cargo around the world to different couriers and trade posts. Their airships are slow and bulky, weighted down by cargo and big to hold more cargo.
Private
Privatly owned airships usually owned by the rich, until the Tripower started to produce the single seater airships. These airships ranged from medium to large, and were the more faster airships in the sky. Varies owners from private businesses, clans and empires.
Authority
The law enforcement of the skies. Most empires started some type of law enforcement agency for their skies during the airship boom. These ships were fast and heavily armed, equiped with air sirens to pull
other ships over for certain law breakage. Their main goal was to keep the pirates away from the traders.
Pirates
Like the earlier "pirates" of the olden day, who sailed the seas attacking trade ships, a semi-different group of pirates appeared. Mostly made up of wizards, thieves and mercenaries, the pirates took to the sky attacking trade ships to steal the cargo, and sell on the black market. They formed guilds, who in turn formed smaller groups, and setup terroritories. Their ships are fast and armed. Their natural enemy, the Authority.
Outlaws
An outlaw, who is a person who follows their own laws and rules also took airships into the skies, mainly to travel between empires. Their ships varied in size, speed and weapons, mainly pre-owned airships purchased cheaper than new. Most purchased whatever they could find. An enemy to both pirates and authority ships.
These are the five groups classified by the empires of the world, of those who fly in the air with airships.
The world of the air soon formed different groups, which was classified by the empires in record books. The massive increase of airship popularity was known as "The Airship Boom".
Traders
Airships and crews who flew cargo around the world to different couriers and trade posts. Their airships are slow and bulky, weighted down by cargo and big to hold more cargo.
Private
Privatly owned airships usually owned by the rich, until the Tripower started to produce the single seater airships. These airships ranged from medium to large, and were the more faster airships in the sky. Varies owners from private businesses, clans and empires.
Authority
The law enforcement of the skies. Most empires started some type of law enforcement agency for their skies during the airship boom. These ships were fast and heavily armed, equiped with air sirens to pull
other ships over for certain law breakage. Their main goal was to keep the pirates away from the traders.
Pirates
Like the earlier "pirates" of the olden day, who sailed the seas attacking trade ships, a semi-different group of pirates appeared. Mostly made up of wizards, thieves and mercenaries, the pirates took to the sky attacking trade ships to steal the cargo, and sell on the black market. They formed guilds, who in turn formed smaller groups, and setup terroritories. Their ships are fast and armed. Their natural enemy, the Authority.
Outlaws
An outlaw, who is a person who follows their own laws and rules also took airships into the skies, mainly to travel between empires. Their ships varied in size, speed and weapons, mainly pre-owned airships purchased cheaper than new. Most purchased whatever they could find. An enemy to both pirates and authority ships.
These are the five groups classified by the empires of the world, of those who fly in the air with airships.
Heifong Empire
Heifong is located in the center of the Great Realms, surrounded by impassable mountains on all sides. Before the airship boom, only five small cities dotted the valley, ruled by small factions. The main support of the valley region was farming. When the airships came, the pirates came, and Heifong became the main stomping ground of the pirates. After awhile, the pirates guild began to fight over the area, and the biggest one. Made up of five different guilds, these pirates who held no name settled into the valley, and took over the 5 small cities. Farming died down, and the black market moved in. As airships boomed, the 5 small cities grew until their walls touched each other. And when that happened, the city of Heifong was founded, and split into five sections, given to each guild.
+---+
| 2 |
+---+---+---+
<--- TO FIGARO | 1 | 5 | 3 | TO TORREGIANO --->
+---+---+---+
| 4 |
+---+
This is how the city is split up into different sections. The Guilds only go by the name of their city section. The 5th Guild, located in the center is the supreme guild, ruling over the other 4. The 1st Guild is the gateway and stopping ground for airships traveling in from the Western Realms. The 3rd Guild is the gateway and stopping ground for airships traveling from the Eastern Realms. The black market is located in the 5th Section, under the watchful eye of the 5th Guild.
+---+
| 2 |
+---+---+---+
<--- TO FIGARO | 1 | 5 | 3 | TO TORREGIANO --->
+---+---+---+
| 4 |
+---+
This is how the city is split up into different sections. The Guilds only go by the name of their city section. The 5th Guild, located in the center is the supreme guild, ruling over the other 4. The 1st Guild is the gateway and stopping ground for airships traveling in from the Western Realms. The 3rd Guild is the gateway and stopping ground for airships traveling from the Eastern Realms. The black market is located in the 5th Section, under the watchful eye of the 5th Guild.
Labels:
Heifong Empire,
History
Vectorian Empire
Faction name: Vectorian Empire
Faction type: Clan
Status: Active
Alignment: Evil
Patron: Kord
Throughout a line of possibly shady activities the Empire is currently under the control of Kefka Palazzo. An insane but possibly brilliant man. Rumored to have taken power through assassination. Emperor Kefka is mostly withdrawn and handles his leadership duties mostly through his Generals and Officials.
Currently the Vectorian Empire is split between its military sector and its government sector. The government are your "Elected" officials that may range from mayor of a city or township to sheriff of a small town within the nation. The military is the strong arm of the Empire, keeping its country "safe" and its borders under control.
Faction type: Clan
Status: Active
Alignment: Evil
Patron: Kord
Throughout a line of possibly shady activities the Empire is currently under the control of Kefka Palazzo. An insane but possibly brilliant man. Rumored to have taken power through assassination. Emperor Kefka is mostly withdrawn and handles his leadership duties mostly through his Generals and Officials.
Currently the Vectorian Empire is split between its military sector and its government sector. The government are your "Elected" officials that may range from mayor of a city or township to sheriff of a small town within the nation. The military is the strong arm of the Empire, keeping its country "safe" and its borders under control.
Labels:
Clans,
Vectorian Empire
Festivals
Midwinter
Nobles and monarchs greet the halfway point of winter with a feast they call the High Festival of Winter. Traditionally it is the preferred day to make or renew alliances. For common folk, this day represents the halfway point of winter, which they call the Deadwinter Day, and is not favored by them.
Greengrass
The official beginning of Spring is a day of peace and rejoicing. Even if snow still covers the ground, clerics, nobles, and wealthy folk make a point of bringing out flowers grown in special rooms within temples and castles. They distribute the flowers among the people, who wear them or cast them upon the ground as bright offerings to the deities who summon the Summer.
Midsummer
Midsummer night is a time of feasting and music and love. It is a common time for meeting neighbors and having gatherings, and a popular day for weddings. Good weather is expected and bad weather is taken as an omen of ill fortune ahead.
Highharvestide
This holiday of feasting to celebrate the autumn harvest also marks a time of journeys. Traditionally, travelers leave this day, after feasting and before rain freezes into snow.
The Feast of the Moon
The Feast of the Moon celebrates ancestors and the honored dead. Stories of ancestor's exploits mix with the legends of deities until it's hard to tell one from the other.
Shieldmeet
Once every four years, another day is added to the year (in the manner of February 29 in the Gregorian calendar). This day is part of no month and follows Midsummer Night. This very special day is a day of open council between nobles and people, a day for making and renewing pacts, oaths, and agreements. It is also a day for tournaments, tests, and trials for those wishing to advance in fame (or infamy).
Nobles and monarchs greet the halfway point of winter with a feast they call the High Festival of Winter. Traditionally it is the preferred day to make or renew alliances. For common folk, this day represents the halfway point of winter, which they call the Deadwinter Day, and is not favored by them.
Greengrass
The official beginning of Spring is a day of peace and rejoicing. Even if snow still covers the ground, clerics, nobles, and wealthy folk make a point of bringing out flowers grown in special rooms within temples and castles. They distribute the flowers among the people, who wear them or cast them upon the ground as bright offerings to the deities who summon the Summer.
Midsummer
Midsummer night is a time of feasting and music and love. It is a common time for meeting neighbors and having gatherings, and a popular day for weddings. Good weather is expected and bad weather is taken as an omen of ill fortune ahead.
Highharvestide
This holiday of feasting to celebrate the autumn harvest also marks a time of journeys. Traditionally, travelers leave this day, after feasting and before rain freezes into snow.
The Feast of the Moon
The Feast of the Moon celebrates ancestors and the honored dead. Stories of ancestor's exploits mix with the legends of deities until it's hard to tell one from the other.
Shieldmeet
Once every four years, another day is added to the year (in the manner of February 29 in the Gregorian calendar). This day is part of no month and follows Midsummer Night. This very special day is a day of open council between nobles and people, a day for making and renewing pacts, oaths, and agreements. It is also a day for tournaments, tests, and trials for those wishing to advance in fame (or infamy).
Countries of Cruoris
The continent of Cruoris is divided into multiple countries and several territories. In early history most of these countries were formed solely by single races, but over time and mixture of the races these traditions of old have all but faded away for most.
There are two major types of governments found in Cruoris, kingdoms and empires. Both follow the same general ideas, such as both are ruled by a single family with the power of rulership passed down through the generations, or until the people uprise and murder the bloodline.
Kingdoms are ruled by kings who make judgements on matters of their country with the opinions of an advisory counsel elected by the people. Empires are ruled by emperors who do not need to have an advisory counsel, though they may choose to create one of their own people.
City-states are considered small countries, unlike kingdoms and empires, which are made up of multiple large settlements. A City-state typically is the rule over a single town and or hamlets with little land. These types of governments are found mostly in territories, though there are some exceptions (i.e.Makou City).
Below is a short list of the major governments:
There are two major types of governments found in Cruoris, kingdoms and empires. Both follow the same general ideas, such as both are ruled by a single family with the power of rulership passed down through the generations, or until the people uprise and murder the bloodline.
Kingdoms are ruled by kings who make judgements on matters of their country with the opinions of an advisory counsel elected by the people. Empires are ruled by emperors who do not need to have an advisory counsel, though they may choose to create one of their own people.
City-states are considered small countries, unlike kingdoms and empires, which are made up of multiple large settlements. A City-state typically is the rule over a single town and or hamlets with little land. These types of governments are found mostly in territories, though there are some exceptions (i.e.Makou City).
Below is a short list of the major governments:
- Deva Empire: the black market empire, major ore producers.
- Figaro Kingdom: kingdom of the brothers, creators of clock tech.
- Heifong Empire: The pirate empire, central trading point.
- Tripower Kingdom: The people's kingdom, creators of makou tech.
- Vector Empire: The trade empire, creators of steam tech.
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