Aetheral

Corius Rework True Akala

Mar 2nd, 2019
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  1. Akala
  2.  
  3. "No, the enemy of my enemy is not my friend. He is probably my distant cousin. Now, if I marry my otherwise useless sister to him, I may have a claim in his territories, by two generations in, when my family makes a deal with the Voltarres, about having my grandson elected as ruler of the League. At that point, the enemy of my enemy will be the vassal...of my grandson. All in all, not a bad deal."
  4. -Istran Malish, noble of little to
  5. no renown or wealth.
  6.  
  7. =======
  8.  
  9. How did Akala come to be?
  10.  
  11. Long ago, a number of mystical beings, recognized as 'dragons' however their true nature being indeterminate, descended over the chaotic island. They fought for years and years, and unable to truly defeat one another with their sorcery, decided that they needed champions. Thus, they found among the human inhabitants of the island, each one, and bestowed them with powers. Then, they instructed the humans to fight in their behalf, binding them by a curse, to never stop the conflict between one another.
  12.  
  13. A fortunate change came with an adopted Arkwell heir, free of the blood curse, and capable of uniting six clans into the Akalan Imperium, which further down the line was transformed by his heirs in the far more democratic Akalan League: the 'Emperor' is selected from a list of candidates, one proposed by each noble family. League Electors travel over to the clans and examine the Candidates, the chosen ones presented in front of the grand Council of Electors, with a ruler selected among them.
  14.  
  15. However, while the league has maintained itself quite well, corruption seeps in the higher echelons of management, and even the families themselves, long for a vast war to engulf the world. Smaller ones, already happen, with some degree of frequency after all. In this tenuous situation, conflict from the worlds outside of Akala is seen as an unnecessary curse by some, exacerbating the underlying conflict, for sure...while others see a blessing: after all if there is one thing that can unite all of the clans, is a war against foreigners.
  16.  
  17. =======
  18.  
  19. Twelve Clans
  20.  
  21. The amount of Aura available in Akala is finite, and redistributed over time: indeed, an invading force would find it incredibly difficult to take over this world, as
  22.  
  23. Arkwell, Marvolia and Voltarre: The three oldest and most powerful clans, by far, and the founders of the Akalan League. They are all situated inside the city, Acaleon, and their landings surround it wholly. While they have a very long history of conflict between one another, the first breach of the curse lead to an era of relative peace between the clans, as the accursed blood thinned and waned, so did magically binding enmities. Nowadays, the three clans are the pillars of the League's order, over all the continent, it's maintainers and preservers.
  24.  
  25. Almys: The Almys are one of the oldest clans, their landings to the far south-west. Their relationships with their bordering clans are not the best however, and thus the south-west has been riddled with conflict for as long as one can remember.
  26.  
  27. Versa: One of the aforementioned clans, the Versa are further south than the Almys, their landings are cold and snowy, and they are very warlike. Unlike the other warlike clans however, the Versa have some measure of chivalry, tradition and honor. (And they bathe).
  28.  
  29. Moro: The Moro are...unpleasant. Spoken of only in whispers, their tower is a distant locale, in the midst of a snow covered forest. They are known for their use of dark magics, and generally disliked.
  30.  
  31. Revah and Loghan: Two eastern noble houses. They contend with one another fiercely, yet need one another for their trade and goods. The deal is that whoever subjugates the other, will be allowed to claim it's territory and resources as well.
  32.  
  33. Malish, Goract, Somm: The three clans, ruling over the northern desert. Most of them hardened warriors, with most people seeing very few differences between them: However there are some key differences: Goract and Malish are far more honorable. Somm are bandits and thugs. Even then, Goracts are far more isolated, whereas Malish are open to trade with the rest of the continent.
  34.  
  35. Bars: A clan of the plains, they were originally mercenaries and brigands, who brutally defended their territory by exploiting anyone who came over it until they couldn't afford to fight: they have long since become a trusty military force for the League
  36.  
  37. =======
  38.  
  39. The Kingdoms of Akala
  40.  
  41. Akala as a whole is a rather divided nation, there are five kingdoms as a whole, spread throughout it. The proper term is "Administrative League Regions", but they are themed after pre Akalan League kingdoms.
  42.  
  43. Belfort: The kingdom encompassing the southwest, the territories of the Almys, Moro and Versa. Electors try their best to avoid it like the plague: it is a dangerous area fraught with war and strife.
  44.  
  45. Volcan: The region around Acaleon, and the one associated with most of the higher government functions. Volcan is perhaps the most peaceful area in the entire world of Akala.
  46.  
  47. Dolmest: The northern region of the Malish-Goract-Somm triangle, and an arid desert. Even if the area is not the most populated, it is extremely volatile with small conflicts, armed groups, and even foreigners: they do all come from the north it seems.
  48.  
  49. Ochnah: The region assigned to Revah and Loghan. In order to keep their conflict limited, the League assigned the two clans a territory, and kept their conflicts limited to it. Administrative changes are expected, when one clan triumphs over the other
  50.  
  51. Plains: This is not a 'real' region however the Akalan plains are known to be vast, full of nomadic clans and wanderers, as well as mercenary companies, free settlements and ancient forest dwellers.
  52.  
  53. =======
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