Thousands of years later, the world has gone through many changes, but the mark that the Incursion has left still plays an everyday role in Aularian life.
Aularia has just come out of the Age of Humanity, a period of time in which humans have risen to become the dominant race of the world. Imperialism has reared its head in the north, as either military action or the threat of it has caused five nations to coalesce into one under the rule of the Daltanic Empire. As a result of this growing threat, the city-states in the Aularian continent's true heartland formed the Gethanar Confederacy to unify and protect one another from any potential Daltanic threat.
Caught between these two nations are the holy cities of En's Hand, nations that claim strong links to each of the deities of the human pantheon, as well as Aular City, where humans experienced their rebirth after the Incursion. Many Seraphim live here, sometimes fully devoted to the Church of En, but other times following the ideals of pure justice and good.
To the east, the Mag'duar Dwarves toil away on their agricultural plots or in their mountain mines, not really taking much time to bother anyone except for trade purposes. In the sea, Jorhaul'duar Dwarves, once nearly rulers of all the known world, continue to seek out answers to ancient questions through their own, often violent, means.
Southward, Bara'kaa Runeblades of Sholbara watch their borders warily from their desert homes, wondering if outsiders will ever again invade in the name of holy and righteous war. Beneath them, another human nation, Capriana, where social progress has seen the fostering of art, philosophy, and even new technology that has raised the eyebrows of much of the world and put them on edge. Here, Vaniiri work along side humans and still hold the ever-diminishing power of the crown, while Orcs put their unmatched craftsmanship to good use making Varii notes.
West, the island of Tone'pep Lo is home to the Totemics, men and women with animal traits that follow a tribal lifestyle. Fae, migrants from another plane, have strung themselves across the world. Their agenda remaining mysterious to outsiders. Everywhere, where nature sprouts, the Wild Elves work in tandem with the spirit world to keep out the dangers of outsiders.
In recent history, exploration beyond the main continent has taken off. Islands in the southwest began revealing themselves to mortal eyes. Capriana was the first to gain a foothold in these new lands on the island of Casoria several decades ago. More recently, Gethanar took the island known as Landriga and Daltanica named its own patch Reinsburg. Vae'teer is home to conflict between Jorhaul and Wild Elves. Other islands have appeared, but their dangers have left them unclaimed. But one island has made the largest ripples in world politics: Lucania, claimed by Capriana and named after the Princess herself.
As Capriana explored the island, they soon learned that it had massive deposits of everything, from Mithril to Vulcanium and to Ilium itself. Plants and trees seemed to grow here that only grew in specific parts of the rest of the world. Lucania was rich in much of the material that was rare in the rest of the world, and Capriana, unwilling to allow war to start over this land, instead came up with the concept of the Sacred Grounds Treaty. This treaty would allow all nations that signed it to participate in resource cultivation here, but also required that al participant nations to halt al military action against one another. As Gethanar, Mag'duar, and Sholbara signed the treaty, Daltanica saw no other option but to delay its military campaign in favor of sharing the wealth with these other nations.
Truce, the first multinational city, began construction only a few short years ago on Lucania's east end. Plans for Banner Rest, a much smaller settlement in the west, began to take shape with the first boats leaving in the 12th year of the new and unnamed Age (often referred to as simply, the "New Age").
Of further importance to the mood of the game is that Banner Rest is a colonial settlement, but it is set in a world that has genre-blended Medieval, Age of Exploration, Fantasy, and even Victorian Steampunk. Banner Rest is a town where philosophies, cultures, and religions that do not normally encounter one another in the rest of the world may find themselves in abundance. The undertone of politicking and maneuvering against one another may exist, even if on the surface the laws promote general acceptance.
Baner Rest is also a town that requires various components to survive. It needs sword-arms and spell-slingers, but it also needs smiths, alchemists, cooks, doctors, and gatherers of various types. The game economy should not be taken for granted; having people in town that can perform such tasks and being able to pay them to do it can be just as important to keeping your character in fighting shape as earning experience points (XP).
Finally, various themes exist, written into the very lore that we hope to promote as part of the game through the characters that exist in it and the plots that come about. While there are certainly many more themes, some more ethereal than others. Here are some that you may want to keep in mind: The conflict of magic and technology, the ripple effect that Lucania has on the larger world, the conflict of various religions and which of them may be "right," economic growth, survival, challenge, adventure, and the strength of community.
Register For Our Next Weekend Event
KEEPING TRACK OF TIME
The calendar is referred to as the Tyrollean calendar, written and created by the first Arch bishop to the head of the Church of En after the Age of Darkness. History has been divided into Ages, some of which the Church has approximated based on texts handed down since the founding of Aular City. The Church ends and begins Ages as major, world-changing events seem to occur. As time moves on, these major events seem to grow closer together, making each age shorter than the last.
The Tyrollean calendar does not attempt to track time before the Incursion, as too little is known about it. This Age is simply referred to as the "Old Age" or "The Age Before." When the Church declares that an Age has ended, the current Age remains unnamed until the Church determines what event will define the Age. Generally, people simply refer to it as "The New Age" until it is named. To determine the current year, simply subtract 2000 from the current year. For example, if the current year is 2014 in the real world, the in-game year would be "The 14th year of the New Age." Pst years are simply counted from the beginning of the age that the year took place in, such as "The 63rd Year of the Age of Glory" or "The 301st Year of the Age of Salt."
Below are all of the Ages and their approximate length:
The Old Age
(aka) "The Age Before") - Length Unknown.
- The events of The Incursion are said to have lasted approximately 15 to 20 Years.
The Age of Aular
- 1000 Years
The Age of Dawn
- 1000 Years
The Age of Knowledge
- 800 Years
The Age of Salt
- 600 Years
The Age of Darkness
- 600 Years
The Age of Glory
- 400 Years
The Age of Heresy
- 400 Years
The Age of Man
- 400 Years
Below are the names of the months in the order they appear on the calendar. Many of the names of months have to do with either major events that occurred in Aularian history or Aularia's celestial position.
Frostfall - 31 Days
Founding - 28 Days (29 Days every 4th year)
Ascension - 31 Days
Stormrule - 30 Days
Earthrule - 31 Days
Firerule - 30 Days
Firefall - 31 Days
Earthfall - 31 Days
Stormfall - 30 Days
Decent - 31 Days
Sheltering - 30 Days