Theice

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Original creator is Lord McBastard, currently maintained by Kelne.

History

The early history of Theice is, by necessity, a matter of conjecture. None among the Elders of that nation claim to have been there at the nation's founding, and the clan histories tend to be written with an eye towards establishing that clan's preeminence above the others. Records dating beyond 4,000 years ago tend to diverge, though a certain underlying order can be discerned between different accounts. Beyond 7,000 years ago, a coherent view of history can no longer be established. Nor do other sources provide any enlightenment. Owing to Theice's long history of isolation, accounts tend to be limited to the realm of legend, or isolated incidents in which Theice and the outside world clashed.

Some claim that the Theicians came from across the sea in ages past. Others that they came together from across Igala, drawn by the promise of a vampire nation. Still others claim that it was in Theice that the first vampires arose. The truth of the matter is likely known only to the gods. Still, there is one detail which matches in every account: Theice is the oldest and most cultured civilisation of Igala. Naturally, the Elves dispute this.

Several things can be deduced, however. At some point in the distant past, vampires came to rule Theice, trading on their innate strengths and magics to do so. Any resistance there might have been to their rule was quashed over the generations. Many clans have existed at one point or another during Theice's history, but few of these survive to the present day, due to either internecine warfare or clashes with the outside. The presence of ruins built in Theician architectural styles suggests that Theice was once considerably larger than it is today, but such clashes have apparently been serious enough to erode Theice's holdings over time, to the extent that they now maintain a state of isolation from the rest of Igala.

Many tomes within the Great Library refer to the battle of Invache, in which the Legion fought in the defense of that city against a great Elven army some 6,000 years ago. Although the elves were ultimately victorious, it was a victory that came at great cost. The remaining elven forces were in no condition to press their victory, leaving the surviving elements of the Legion to retreat in good order. This battle may mark not only the beginning of Theice's isolation, but the beginning of a long decline in Elven civilisation; a decline which some say continues to this day.

The most recent major clash between Theice and the outside was in the year 1045, when Theice's existence was revealed to the orcish warlord Urslak by the exile Selwyn. Selwyn had plotted to overthrow the Patriarch but, due to family connections, was allowed to live out his nights in exile rather than being killed. It was a mistake which was to prove costly indeed. Thwarted in his ambitions, Selwyn turned his thoughts to vengeance, and turned to the one power who might be persuaded to do his bidding. Although initially dubious of Selwyn, Urslak was soon won over by his tales of glory and loot to be had in his distant homeland, and assembled a horde the likes of which had seldom been seen in the history of Gwa'Aag.

The horde swept into the Waste with no warning, shrugging aside raids by the Legion aimed at slowing it and sapping its strength. In the end, the Legion made their stand in the hills outside the city itself as the citizenry armed themselves and prepared for a final confrontation. Knowing that the vampires preferred to fight at night, Urslak nevertheless chose to launch his attack at this time, feeling that his many of his foes would find themselves forced to retreat at dawn, rather than having the living reinforced at dusk.

No quarter was asked or given in the battle which followed. Although initially the Theicians' defensive position meant that they inflicted fearsome casualties, over time the orcs' numbers began to tell, along with the lack of skill of the skeletal elements of the Legion. Nevertheless, the vampires were able to blunt any breakthroughs, fighting tirelessly and with the experience of centuries. The battle ground into a bloody stalemate. Then, as Urslak knew it would, dawn came. The vampires were forced to abandon their positions and seek shelter from the burning rays of the sun. The orcs seized their advantage, driving the Legion back.

It was at this time, when all seemed lost, that the Dracolich Igunza intervened. Over the centuries, he had constructed an army of his own, consisting of mindless constructs and esoteric forms of undead. Rather than see Theice reduced to rubble by a savage horde of orcs, he chose to act. Being struck in the flank by a thus far unseen force, right when they seemed on the edge of victory caused the orcish horde's morale to plummet. Though the battle dragged on for many more hours, the orc horde was overextended and tired from a hard night's fighting. Some were able to retreat, but they were hunted down the following night. None made it out of the wastes. Urslak himself was devoured by Igunza, and died cursing Selwyn. Of the vampire who had instigated the invasion, there was no sign. Some say he endures still, plotting his vengeance against Theice.

The Clans

Theice's different clans are divided along lines of descent from particular vampiric sires. Since any individual will only be gifted with immortality by one sire, tracing clan descent is a reasonably straightforward affair. Although clan membership supercedes any mortal relationships, most vampires maintain family ties for at least the early years of their immortal existence.

The clans of the present day are generally at least a thousand years old. They are well-established, powerful forces which balance each other out for the most part. Although open conflict is an exceedingly rare event, the clans are forever trying to upstage one another, or subtly shift the balance of power in their favour.

The formation of new clans is a matter of prestige. If a particular individual can perform great enough deeds, he may be granted the right to form a new clan by the Patriarch. The initial members will be drawn from his or her vampiric descendants, and the clan will grow over time. Alas, in this fallen age, there are few opportunities to attain the kind of glory necessary to draw the jaded eye of the Patriarch. For this reason, the formation of a new clan is a rare event indeed.

A list of existing and extinct clans is to come.


All of the current District Lords are vampires descended from the original five Founders. They are Duke Byron of the Tavarius line, ruler of the Palace District. Baron Virikos of the Ramesh line, ruler of the Industrial District. Duchess Amaya of the Riwentro line, ruler of the Islands District. Marquis Devlin of the Orethelle line ruler of the Docks District. Count Kelek'vor of the Inith Line, ruler of the Warehouse District. The Slums (formerly the Garden District) is a contested area.


Politics

The true power in Theice lies with the five District Lords and, in particular, the Patriarch. Each District Lord is the head of a major clan, and the Patriarch is selected from among their number. The Patriarch's power is, in theory, absolute, and he rules for "life". Thus, the ousting of a Patriarch is a rare event, and almost invariably based upon treachery. In practice, there are limits to the Patriarch's power. The other District Lords will not go along with anything which runs too greatly against their own interests, and any major initiatives will require the support of the District Lords.

Within their own clans, the District Lords possess the final say, though the day to day running of the clan is generally left in the hands of the Elders. Mortals come a distant third when it comes to governance. While there is a 'House of Commons', with the power to pass laws over the mortal population of Theice, in any dispute or clash between mortal and immortal, it is the vampires who will judge.

The dracolich Igunza stands outside the hierarchy of Theice. For the most part, he keeps to his lair, and there are none who remember a time before he came to Theice. It seems probable that the District Lords have some form of arrangement with him, but if so it is an informal one. With his millennia of experience and practice with the dark arts, Igunza is a force to be reckoned with, and it would be a foolish person indeed who crossed him. Igunza's goals are unknown, though it is likely that he views Theice as a secure base from which to accomplish those goals. After all, he is unlikely to find people marching up to his door and declaring him an abomination against nature.

Theice is a nation of law, and punishment for crimes can be harsh indeed. For mortals, at least. For all their airs and sophistication, vampires are predators at heart. For all of them, there is always that urge to simply give in to the hunger. To feed without regard for the consequences to the victim. The perpetrators of particularly serious crimes may find themselves magically branded. With the glowing brand to mark them, and none who would dare offer them succor, these poor souls are turned loose in the streets of the city, to be hunted like animals.

Among the vampires, a death sentence is rare, though fines and seizure of property can be quite severe. In a society where status is everything, few vampires know how to cope with being reduced to poverty, in this or any other manner. Those so reduced may choose exile to escape their shame. Exile may also be imposed by the courts for particularly severe crimes.

There are few crimes viewed with greater severity than that of practicing holy magic. While it will heal mortals with less cost to the caster, and far more effectively than shadow magics, it is anathema to any vampire. Anyone who spontaneously develops such talents must have them suppressed, while any who willfully study and use holy magic are condemned to death. As no vampire will feed upon their tainted blood, they are staked out in the open for lesser creatures to deal with - Harpies or zombies being favourites.

The Legion

Dedicated absolutely to the defense of Theice, the Legion is, at least in theory, above the petty political squabbles of the various clans. Comprised of the living, vampires, and mindless undead, The Legion guards against incursions through the waste or by sea.

During Theice's early years, all citizens were expected to serve at least a year in the Legion. With time, however, that requirement has lapsed. While its strength remains sufficient to patrol the borders and deal with any interlopers who brave the waste, it is debatable whether the Legion could see off a true invasion.

Recruitment, at least, remains constant among the living. A career in the military is seen as a suitable occupation for a younger son, and the steady meal ticket makes it an appealing option for those among the poor who might otherwise have difficulty making ends meet.

In contrast to the decadence of Theician society as a whole, the Legion maintains strict discipline, and sets high standards for its soldiers. Whether vampire or human, a soldier's first loyalty is to the Legion, ahead of clan or family.

While mindless undead make up the bulk of the Legion, they require direction to be effective. And, to be frank, they are terrible combatants, lacking the coordination and initiative of the living. Living units provide a core of skilled soldiers who can take advantage of any weaknesses exposed by the relentless undead assault, and pack a serious punch.

During the hours of darkness, the living units will be led by vampires with the experience of centuries to draw upon, and perhaps even joined by full units of vampiric warriors. Few foes are a match for such a ferocious assault, and to fight the Legion in darkness is to face almost certain defeat.

Of course, the Legion has its weaknesses. For all that its soldiers are well trained and highly disciplined, it has been a long time since they fought a war. Additionally, their dead troops are highly vulnerable to holy magics. Nor do they possess cavalry. Theice is unsuited to supporting large numbers of horses, and the less said about skeletal steeds, the better.

Isolation, and not the Legion, is Theice's best defense against the outside world.

Foreign Relations

Any Theician would tell you that they are completely self-sufficient, and have no need for the outside world. Nor do the barbarians beyond the borders have anything to teach this enlightened culture whose history stretches back further than any other nation in Igala. As a nation, Theice ignores the outside world, secure in the knowledge that it will not impinge upon them. In fact, their language has diverged to the point that they no longer speak common (although the Theicians would maintain that theirs is the uncorrupted ancestral tongue).

Of course some individuals, particularly among the Elders, are well aware that ignoring the outside world does not make it go away. It may not impinge upon them often, but when it does, the results are catastrophic. As a result, they have established a network of spies across Igala, most of whom are completely unaware of who they truly work for.

Any untoward interest in the Theicians' little corner of the continent is subtly (or not so subtly, on occasion) discouraged. In the event that somebody doesn't take the hint, the Legion will be expecting them.

Historically, Theice's greatest concerns have been their nearest neighbours - Baron and Gwa'Aag. History has taught Theice just how dangerous the orcs are when they're riled up, and they make very sure that any orcs who enter the wasteland never leave.

Baron, while no longer a warlike nation, has airships, which are a matter of some concern to the vampires. They would not be discouraged by the waste or by the rugged coastline if they decided to come calling. Additionally, Baronians are well aware of Theice's existence, and have made it known in no uncertain terms that they will brook no meddling by the vampires. Since neither side wants a war, and no airship trade routes pass close to the country, a mutual hands-off approach has held stable for quite some time.

Avon's recent emergence quite literally on their very doorstep is another source of worry. Demons are foes that the Theicians would have difficulty dealing with if it came to war, and they by no means believe this talk of having turned over a new leaf. Theice would like nothing more than for Avon to conveniently vanish from the face of Igala. Of course, any meddling would have to be carefully done, lest it touch off a war.

Currently, the vampires are playing a waiting game, in the hopes that Avon will somehow misstep in its diplomacy, though there is talk in some quarters of influencing the orcs to deal with the problem for them. Not that the idea of an orcish horde at their doorstep is particularly appealing...

Other Undead

Aside from the dracolich Igunza, Theice has no other sentient undead. Such beings might come to threaten the vampires' control over the nation, and the secrets of their creation are either long-lost, or carefully guarded.

Mindless undead such as skeletons and zombies are another matter. Necromancy is a respectable enough profession, though few of its practitioners display much art with their creations. If necromancers are respected, those making use of their creations are not. The undead require constant supervision and direction for all but the most straightforward and repetitive of tasks. Nor are they aesthetically pleasing. Living servants are the mark of true affluence.

Undead are used for hauling materials, mining, streetcleaning and the like, as well as making up the bulk of the Legion. Certainly they cannot be trusted with anything so delicate as farming. When their duties bring them out into the view of the public, the undead will generally work in daylight, a time when the vast bulk of Theice's inhabitants are asleep and unlikely to be inconvenienced by them.

Igunza himself maintains an undead army of unknown size. More varied and powerful than those undead employed by the Theicians, and leavened with constructs, this force has been known to intervene in times of great peril for the nation.

The Mortals

Far from being mere cattle who exist only for the benefit of the vampiric aristocracy, the mortals of Theice represent a vibrant, important part of the nation's culture. While it is true that mortals do all the drudge work necessary to maintaining civilisation, it is also mortals who create the best artwork, poetry and other such luxuries so beloved to their rulers. Likewise, a good part of the army is made up of mortals, even if the higher ranks are held by vampires.

Down through the ages, many of the most talented artists Theice has ever known have joined the ranks of the undead. Unfortunately, something is always lost during the transition. While vampires can produce endless variations or refinements of their previous works, the spark of true creativity is missing. This is a source of intense frustration to them, as they can remember what they have lost, and they are often intensely jealous of mortals. In all, it is perhaps best that such creative minds be allowed to live out their mortal spans. Not that such lessons are ever truly learnt.

In many ways, Theician society boils down to mortals imitating vampires imitating mortals. While the mortals are the source of creativity and change, they look up to the vampires, seeing them as the ideal to which they should all aspire. To attract the attention of a vampire is considered a great honour, whatever the means used to do so.

If the vampiric culture can be considered decadent, the same can be said of the mortal culture. Despite the paranoia with which Theice views the outside world, only the Elders remember those occasions when it has impinged upon their civilisation. The rest blithely assume that the border patrols will handle any incursions, if they give the matter any thought at all.

Theician Families

In a nation where vampires rule, matters are arranged for their personal convenience, and for the good of the society as a whole. Of key importance is the matter of food. While the living citizens of Theice are willing, even eager, to shed their blood for their masters, they are only so many. Hence, limits on the vampiric population are maintained in a variety of ways.

Of course, no creature as egotistical as a vampire is going to put up with being told what they can or can't do, particularly when it comes to matters of the heart. So, while an indiviual vampire may of course gift whoever they like with undeath, they are expected to adhere to certain standards. Those chosen to become vampires should be superior to the herd in all respects, and a credit to their sire's taste. If a new addition to the ranks doesn't measure up, there is a distinct loss of face. The sire's reputation is damaged, and they may find themselves snubbed. What reflects badly on the individual also tarnishes the clan's reputation, and they may take... "steps" to rectify this.

Of course, while this cuts down on the rate of new recruits, there is still a gradual rise in the number of vampires. This is where internecine conflict comes in. By accident or design, there is a degree of enmity between the different clans of Theice. Most of the time, this expresses itself in sniping and one-upmanship, with perhaps the occasional duel between those who have seriously offended one another. On occasion, however, outright fighting in the streets will erupt. Such affairs are vicious, if brief. Although your average vampire would vehemently reject any suggestion that they cull their own, this is in effect what happens.

Religion

Nearly all of Thecian religion centers on Lucio, he is the bringer of life, the cause of death, and everything in between. He is worshipped across Theice from the mightiest District Lord to the lowest slave. The ruling vampires are considered to be his children and are treated as such, however it is a known and proven fact that they are fallible, and are not so much worshipped as they are respected.

Theice has developed it's on creation myth, mostly based around direct accounts from the dragon liche Igunza. Unfortunately Igunza's recollections of events have been heavily influenced by both the time he spent dead and his aversion to starting a religious war.

In the beginning there were only two great powers, Life and Death. Existence resided within one or the other, and they ruled mercilessly over all creation. They constantly warred with each other, using mortals as their pieces in an inconceivable game of chess. Lucio was a man of both great intelligence and great power. He defied Life and Death by becoming both and neither at the same time. This infuriated the two powers and they combined their might to destroy him. Lucio however had outsmarted them, he had drawn their most powerful servants to his side and with the aid of the mighty dragons he smashed Life and Death and nearly drove them from existence.

Dragons, however, are greedy above all else. Even on the verge of victory many turned against Lucio for promises of untold wealth by Life and Death. The dragons were scattered and many killed as they fought amongst themselves. Without their help Lucio was unable to destroy Life and Death, but he was able to force them into subservience. With his power he created children, which he named Vampires. They were his voice as well as eyes across the world, to protect and guide both creations of Life and Death. He, of course, understands the necessity of Life and Death and has no further wish to destroy them, though he may need to if necessary.

Wonders

There are several Wonders in Theice, the Duelling Grounds where matters of honour are settled, said to be consecrated by Lucio himself. The Great Arena where trials by combat are held, as well as tournaments and other contests of battle. The Five, a group of silver colossuses commemorating the landing of Theice's founders. The Garden's was at one time a wonder, but since Igunza abandoned his District it has fallen into squalor with constant skirmishes from various District Lord and crime boss forces.

Situated in the hills above the city, the necropolis holds all of the dead of Theice who aren't presently walking around. While the living of Theice number only a few thousand, the necropolis contains a hundred times that number. Little of it is above ground, the dead being stored in endless niches in the catacombs below ground.

There is no reverence for this place. The greats of the Theicians are gifted with vampirism and remain among their society. The rest are simply forgotten, stored in this vast mausoleum against the day when their bones might be animated at need.

Each corpse, when placed within, is imbued with a measure of necromantic energy, to make raising it easier when the time comes. The presence of all this latent energy lends itself to the manifestation of ghosts, pitiful creatures who have themselves forgotten their names, but are made dangerous by their hatred and envy of the living. Only those schooled in the necromantic arts and those already dead can walk the catacombs in safety.

But truly the greatest in all of Theice is the Library of Ancients, possibly the largest collection of historic knowledge in Gaera. It contains such a vast store of information on every topic imaginable. So vast is the library that scholars have been lost within its shelves, only to have their remains discovered years later. A group of scholars has dedicated itself to sorting the library's scrolls and books since the founding of Theice and estimates so far is they've sorted about a 50th of the library. Discoveries from the library have been leaps and bounds ahead of anything Theician mages, scholars, and craftsmen have invented.

Timeline

Included on a tentative basis until I know how much we're keeping. -Archmage 22:32, 10 January 2007 (PST)

    • (Aprox.) 220,000 BT - Igunza is slain defending his horde in the War of the Gods. By Thecian reconing this was during Lucio's battle against Life and Death.
    • 57,200 BT - A prophecy of armageddon causes a doomsday cult to rove across Igala, collecting all written knowledge they can find. In many cases they have to take the knowledge by force and several more advanced civilizations are destroyed.
    • 57,000 BT - The doomsday cult succeeds in gathering the combined knowledge of Igala. They store it in a series of caves on the western coast and sail off to the south to find more lands to harvest.
    • 1,000 BT - Five vampires: Tavarius, Ramesh, Riwentro, Orethelle, and Inish, flee their homeland and cross the ocean to reach Igala, where the cults stored knowledge is discovered, they are eventaully called the Founders. The construction of a fortress begins in order to protect the wealth of knowledge.
    • 999 BT - The fortress is completed and Theice is officially founded. The construction of the Temple of Lucio begins.
    • 990 BT - Most tribes and villages are absorbed by Theice and the city begins to expand to encompass the growing populations.
    • 955 BT - Igunza's skeleton and treasure are discovered and mining begins.
    • 952 BT - The Legion is formed and a scorched earth campaign begins across the lands.
    • 950 BT - The campaign is completed and everything within approximatly 500 km of the city is burned to the ground. The Legion is disbanded.
    • 700 BT - Theice expands to encompass its mining opperations.
    • 694 BT - The temple of Lucio is completed, marking the largest structure in the city.
    • 620 BT - Theice is attacked by an undead horde, lead by Vampires of a different kind than the Thecians, this will come to be known as the Dead Wars.
    • 618 BT - On the eve of Theice's defeat, Igunza rises from the dead, for reasons unknown, and lays waste to the invaders. At this time four of the five Founders are killed.
    • 615 BT - The Legions and fleets are founded, each being controled by one of the Founders heirs.
    • 613 BT - The rebuilding of Theice is completed and the final surviving Founder is given the title of Patriarch and the heirs of the Founders are given territory within the city, becoming the five District Lords.
    • 612 BT - By the Patriarch's orders Igunza is given territory within the city. The Inith family formally protests to this decision but are denied. With support of the Ramesh family Inith and Ramesh's Legions clash against the Tavarius and Temple Gaurd forces.
    • 611 BT - Inith and Ramesh's forces are defeated with Igunza's help and he formally becomes the sixth District Lord.
    • 600 BT - Through Igunza's guidance Lucian priests are taught the art of animating corpses. Though they are only allowed to serve in menial capacities within the temples.
    • 550 BT - Undead are allowed outside of the temples and the District Lord's retainers are taught necromancy.
    • 300 BT - The Cult of Blood is founded, though only practiced in secrecy.
    • 150 BT - Necromancy has become a lucrative bussiness and undead are commercially sold, though their life spans and cost makes them unaffordable by most, not to mention problems with the smell.
    • 110 BT - The process of mummification is discovered within the Library of Ancients, and bandaged undead servants become common throughout the city.
    • 75 BT - The first non-humanoid undead is created in the form of a mummified gargoyle from Gargoyle Island.
    • 200 EP - A process of teleportation or "summoning" is developed in the form of gold wrapped gems. An uninhabited island to the north is renamed Zombie Isle and all Undead servants are stored their when not in use.
    • 280 EP - The worship of Lavinun begins from sources unknown.
    • 320 EP - Lavinun recieves a temple and becomes officially recognized by the Lucian Church.
    • 385 EP - Patriarch Verando IV is assasinated before he could name a successor and a civil war within the city the District Lords' retainers battle across the city for control of the Patriarchy.
    • 387 EP - Igunza takes the Patriarchy with the secret help of the Tavarius family.
    • 390 EP - Igunza refuses to name a successor or keep control of his District and civil war rages across the city once more.
    • 420 EP - With no end to the conflict for Igunza's District (now called the Slums) in sight, mortals begin to take intrest in the area and several crime syndicates are established when local gangs form together.
    • 600 EP - Firearms are developed within Theice though they are strictly controlled and limited to the District Lords and their retainers.
    • 780 EP - The Cult of Blood comes into the light of day and begin to offer their services within the Slums, though they refuse to act directly against any Vampire.
    • 1200 EP - Spies are sent across Igala to determine any possible direct threats to Theice.
    • 1310 EP - With the formation of Avon, the Legions step up their vigil.
    • 1312 EP - The District Lord, Duke Byron Tavarius, leaves Theice, putting his seventh son in control of his district. He opens ties with Doma and signs treaty with the nation.
-- Lord McBastard